TEXT:  
  Kickstarter Manuscript Preview #3 
   
   
   
  © 2019 White Wolf Entertainment © 2019 Onyx Path Publishing 
  
  Deviant: The Renegades Manuscript Preview #3 
  Variations 
  The extraordinary abilities of the Broken manifest in countless ways, as varied as the Remade 
  themselves. Although Clade influences the way their Variations manifest, in principle, every 
  Deviant can exhibit any Variation, regardless of his Clade. A minority of Variations (Cephalist 
  Variations, Chimeric Variations, Coactive Variations, Invasive Variations, and Mutant 
  Variations) are considerably more commonplace among Broken of a particular Clade, a fact 
  conspiracies use to their advantage when attempting to assess the best way to bring a Renegade 
  into custody. The rest (Universal Variations) do not make the taxonomical classification of one 
  of the Broken any easier. 
  At the end of each Variation, we’ve included a few examples (in italics) to illustrate potential 
  ways to re-flavor them based on Clade. These are far from the only possibilities, and players are 
  encouraged to reskin their characters’ Variations and Scars to fit each Deviant’s Clade, concept, 
  and history. 
  Universal Variations 
  Universal Variations are not strongly associated with a single Clade. They include most Deviant 
  abilities conspiracies have catalogued over the years. 
  Aquatic (• to •••) 
  Subtle 
  Perpetual, Tiered 
  The Remade can function in water as easily as on land. 
  At Magnitude •, the Deviant cannot drown and suffers no penalties to Speed, Defense, or rolls 
  due to wading, swimming, or diving in fresh or salt water. She is still vulnerable to strong 
  currents, decompression, and wildlife, as well as the hazards of the deep ocean — cold, darkness, 
  and crushing pressure. 
  At Magnitude ••, choose one: 
  • 
  Habitat: Marine predators usually ignore the Broken unless provoked, and even then, 
  they are more likely to flee than attack unless given no other choice. Gentler sea life responds to 
  her more favorably, granting him a +2 bonus on Animal Empathy rolls to gain their cooperation. 
  Finally, the Deviant operates at any depth with equal ease, unimpeded by sunless abysses with 
  crushing pressure, near-freezing temperatures, or even the intense heat of hydrothermal vents. 
  • 
  Speed: The Remade operates more easily underwater than do undersea vehicles. Her 
  Speed is equal to 20 times Scar Power. She can navigate whitewater rapids and even swim up 
  waterfalls, albeit at a reduced speed. 
  At Magnitude •••, the Broken enjoys the benefits of both Magnitude •• effects. 
  The Chimeric has gills inside her throat, which conceals them from view, but they make it 
  difficult for her to speak above a whisper (Silence; Persistent). 
  
  Flippers unfold from the Invasive’s feet, but her internal oxygen tank eventually runs out 
  (Depletion; Controlled; Dexterity; Deviation: Disfiguring Scar). 
  The Mutant can breathe through her skin but can’t endure low-humidity environments (Native 
  Environment; Persistent). 
  Bioluminescence (• to •••••) 
  Overt 
  Tiered, Toggled 
  The Remade’s body is capable of generating light. 
  Any Directed effects created by this Variation do not suffer range penalties. 
  At Magnitude •, the Broken projects a beam of light no greater than that of a bright flashlight 
  from his body. With appropriate Scar Finesse rolls, she can exercise minute control over this 
  Variation, such as to brighten or dim her light, or change the colors and patterns of the light she 
  generates. 
  At Magnitude ••, the Remade’s light rivals that of a floodlight. As a Directed effect, she may 
  shine the light into a target’s eyes to impose the Blinded Tilt (in both eyes, on an exceptional 
  success), unless the victim is wearing protective eyewear. 
  At Magnitude •••, the Remade can produce light as bright and intense as direct sunlight. This 
  bioluminescence has the same effects as sunlight, which includes triggering the vulnerability of 
  certain supernatural creatures. If successfully Directed into a target’s unprotected eyes, it 
  imposes the Blindness Tilt in both eyes (only one eye, if he has protective eyewear). 
  At Magnitude ••••, the Remade can project Intensity 4 ionizing radiation (Intensity 5, in action 
  scenes), which can be Directed at a living target (p. XX). 
  Deviations 
  • 
  Aura (+1 Magnitude): The Deviant can make her whole body glow, illuminating the 
  entire area within her light’s range. Paired with the Magnitude •• or ••• effect, she can create the 
  Blazing Light Environmental Tilt, which affects anyone within short range, other than herself. 
  The Cephalist’s psychic powers include conjuring light, but she can only maintain it for short 
  periods (Cooldown; Controlled; Manipulation). 
  The Chimeric generates bioluminescent chemicals, but she lost an arm to infection during her 
  Divergence (Missing Limb; Persistent). 
  The Coactive burns with terrible light, which she cannot keep hidden for long and which causes 
  tales of an angel to crop up wherever she goes (Power Build-Up, Involuntary; Deviation: Wild 
  Variation). 
  Boneless (• to ••••) 
  Overt 
  Tiered, Toggled 
  The Deviant’s skeleton is pliable and flexible, and her organs can tolerate a great deal of 
  compression and distortion without ill effects. 
  
  The Remade can contort her body. 
  If the Variation ends while the Deviant is in a position that would be impossible for human 
  anatomy, her body returns to its natural shape if it is not actively harmful to do so — moving up 
  to one yard/meter beforehand if necessary. If returning to her natural shape would cause a human 
  body harm (such as if she is stretched out in a 3-inch wide pipe), she is ejected into the nearest 
  space that can accommodate her normal shape and suffers a medium Instability. 
  At Magnitude •, the Remade can dislocate joints and contort her body as expertly as a circus 
  performer. She automatically escapes from any mundane bonds without a roll. The Deviant adds 
  Scar Power to all grapple rolls. 
  At Magnitude ••, the Deviant’s body behaves more like that of an octopus — able to stretch and 
  squeeze through narrow spaces. This allows her to fit into places whose dimensions are not 
  normally large enough for a human or to wriggle through pipes. These actions are usually 
  automatic. Grapple rolls made against the Deviant suffer a penalty equal to Scar Power. 
  At Magnitude •••, the Remade can become a true liquid, albeit one that looks unhealthy or 
  unearthly. While in this state, she can flow uphill at her normal speed and will not suffocate. 
  Although she cannot pass through certain barriers like water filters, ordinary grilles and grates 
  present no obstacle to her, and most weapons have little or no effect. Fire and electrocution still 
  pose real risks, as do purely supernatural attacks. 
  At Magnitude ••••, the Deviant can take the form of a sickly vapor. This gas hugs the ground 
  rather than rising into the air, although the Remade can move uphill along the ground at her 
  normal Speed. Most weapons have no effect on a Deviant in this state, but Environmental Tilts 
  frequently have their normal, full effects. 
  The Chimeric’s cephalopod anatomy allows her to squeeze and stretch into impossible shapes, 
  but she heals more slowly when injured (Sluggish Metabolism; Persistent). 
  The Coactive submits to the occult energies within, which cause her body to lose its cohesion, 
  but this can range from mere flexibility to transformation into vapor (Fluctuating Variation; 
  Controlled; Manipulation). 
  When the Mutant assumes a liquid form, she become exceptionally vulnerable to electricity 
  (Persistent Drawback [Bane]; Controlled; Dexterity). 
  Brachiation (• to •••) 
  Overt 
  Reflexive, Tiered, Toggled 
  The Deviant is capable of incredible athletic feats. 
  At Magnitude •, choose one of the following at the time the Deviant develops this Variation: 
  • 
  Bounding: The Deviant may, as an instant Athletics action, leap up to twice Scar Power 
  in yards/meters. Further, when using a Dexterity + Athletics roll to mitigate damage from falling 
  (p. XX), the Remade gains one additional success, with each success reducing falling damage by 
  one. This can reduce the lethal damage from a fall at terminal velocity. 
  • 
  Wall Crawling: The Remade can climb sheer, vertical surfaces as quickly and as easily 
  as he walks on flat ground — at her normal Speed and without preventing the use of her hands. 
  
  In most cases, such movement is automatic, but especially slippery surfaces may require 
  Athletics rolls to avoid complications that resemble the Knocked Down Tilt (p. XX), except 
  affecting the character’s movement on a vertical surface. 
  At Magnitude ••, choose one of the following at the time the Deviant develops this Variation: 
  • 
  Generalist: The Deviant enjoys the benefits of both Magnitude • effects — Bounding 
  and Wall Crawling. 
  • 
  Leaper: This is only available if the Remade’s player has chosen Bounding as her 
  Magnitude • effect. The Deviant suffers no damage from falls unless she lands on a dangerous 
  surface. She may also leap up to five times Scar Power in yards/meters. 
  • 
  Spider: This is only available if the Remade’s player has chosen Wall Crawling as her 
  Magnitude • effect. The Deviant can cling to the bottoms of horizontal surfaces, including 
  ceilings — moving at her full Speed while retaining the use of both her hands. 
  At Magnitude •••, the Remade enjoys the benefits of all the Magnitude • and •• effects. 
  The Chimeric’s leg and arm muscles have been overlaid with artificial sinews derived from 
  rabbit and monkey DNA, granting him incredible climbing and jumping abilities, but he must 
  regularly engage in specialized limbering exercises to keep them functional (Maintenance; 
  Persistent). 
  The Coactive generates a gravitational field that allows her to stand, sit, or crawl on any 
  surface, regardless of its orientation to prevailing gravity. However, this gravitational field often 
  activates while she sleeps, causing her to wander up the sides of buildings or wake up lying on 
  the ceiling (Involuntary Stimulus; Involuntary; Resolve; Deviation: Indelible Mark [Alternate 
  Persona]). 
  The Invasive can fire a grapple from one arm, granting her the ability to climb vertical surfaces 
  and make incredible leaps, although she can’t use the arm to do anything else when it is active 
  (Persistent Drawback [Missing Limb]; Controlled; Dexterity). 
  Camouflage (•• to ••••) 
  Subtle 
  Tiered, Toggled 
  The Remade can hide from the human eye, blending into the background. 
  This Variation conceals the Deviant, as well as his clothing and immediate possessions. 
  At Magnitude •, the Deviant fades into the background as long as he does not move more than 
  one yard/meter or draw attention to himself (by yelling, waving his arms, etc.) during the turn. 
  Within these limits, his Stealth rolls to avoid detection enjoy a bonus equal to Scar Power. 
  At Magnitude ••, as Magnitude •, and choose one: 
  • 
  Mobile: The Deviant retains his camouflage even while moving. 
  • 
  Invisible: The Remade does not register on the visible light spectrum. Casual observers 
  are reduced to a chance die on Perception rolls to detect him. Even those who suspect an unseen 
  presence suffer a -5 penalty to all rolls that rely on being able to see the Remade (including 
  attack rolls). If it’s possible to locate the Deviant by indirect means, this penalty is instead -3 
  
  (such as if he is leaving a trail of blood or walking across fresh snow), -2 (if engaged in close 
  combat or making a lot of noise) , or -1 (when “outlined” by a fire extinguisher, sprinkler system, 
  or similar). This affords no protection against alternate means of detection or those more 
  sensitive than the human eye. He can still be tracked by scent, still shows up on infrared sensors, 
  and enjoys no special protection from supernatural senses. The Remade can also run afoul of 
  low-tech physical security like trip wires or covered pit traps. 
  At Magnitude •••, the Broken enjoys both Magnitude •• effects. 
  At Magnitude ••••, as Magnitude •••, and choose one, both of which provoke a Clash of Wills 
  against supernatural means of detection: 
  • 
  Multi-Sensory: The Deviant cannot be detected by scent, echolocation, or accidental 
  noise. In addition, he may mask any scent or sound originating from within one yard/meter, 
  whether it is breaking glass or a sentry’s shouted alarm. 
  • 
  Wavelengths: The Remade’s invisibility extends to the full electromagnetic spectrum, 
  including infrared, ultraviolet, and radar. 
  At Magnitude •••••, the Broken enjoys both Magnitude •••• benefits. 
  The Cephalist vanishes from view at random and without warning (Power Build-Up; 
  Involuntary; Composure; Deviations: Uncontrollable Variation). 
  The Chimeric’s skin changes color like that of a chameleon, and she cannot turn off this effect 
  except by focusing on not matching her environment (Relentless Variation [Concentration]; 
  Persistent). 
  When the Mutant assumes the transparency of air, light is unable to interact with her eyes, 
  blinding her (Persistent Drawback [Sensory Deprivation]; Controlled; Wits). 
  Carapace (• to •••••) 
  Subtle 
  Discrete, Perpetual 
  The Deviant possesses a defensive shell or protective shield that protects her from harm. 
  When this Variation is active, the Remade possesses an armor rating. This armor is not 
  cumulative with other kinds of armor; only the best armor rating applies. 
  At Magnitude •, choose one: 
  • 
  Kevlar: The armor rating is 1/3. 
  • 
  Leathery: The armor rating is 2/0. 
  At Magnitude ••, choose one: 
  • 
  Flak: The armor rating is 2/4. 
  • 
  Steel: The armor rating is 3/0. 
  At Magnitude •••, as Magnitude ••, and choose one: 
  • 
  Bulletproof: Increase the Broken’s ballistic armor rating by two, and she never takes 
  damage from firearms that lack the armor piercing quality. 
  
  • 
  Dense: Increase the Remade’s general armor rating by one, and she doesn’t suffer the 
  automatic point of bashing damage if this Variation reduces damage from a source to zero. 
  At Magnitude ••••, the Deviant enjoys both Magnitude ••• effects. 
  At Magnitude •••••, as Magnitude ••••, but the Deviant shrugs off terrible blows. After applying 
  armor against a source against which armor provides protection, reduce any remaining damage to 
  one. If a source would inflict multiple types of damage (bashing, lethal, or aggravated), it inflicts 
  one point of the worst type of damage. 
  The Cephalist generates a nearly impenetrable protective shield around herself, but this requires 
  an intense level of concentration that she can’t maintain for long (Concentration; Controlled; 
  Wits). 
  The Coactive’s skin turns into bronze in response to an injury that causes at least one level of 
  lethal damage (Involuntary Stimulus; Involuntary; Stamina; Deviation: Disfiguring Scar). 
  The Invasive can deploy nanobots under his skin to provide him with protection, but doing so 
  interferes with his agility and fine motor skills. This protection deploys automatically whenever 
  the Deviant sees someone draw a gun or other deadly weapon (Involuntary Stimulus, 
  Involuntary; Resolve; Deviations: Indelible Mark [Suppression]). 
  Electrokinesis (• to •••••) 
  Overt 
  Directed, Tiered, Toggled 
  The Deviant has influence over electronics and electricity. While the Variation is active, the 
  Deviant can affect objects in range with a Size no greater than the Variation’s Magnitude times 
  Scar Power. 
  Choose a number of the following effects equal to Magnitude when purchasing this Variation: 
  • 
  Conductivity: The Deviant increases or decreases the conductivity of the air surrounding 
  a target. This can shield electronic and non-electronic targets (including people) from electricity 
  and EMPs, reducing electrocution damage by twice Scar Power. Alternatively, it can direct an 
  existing source of electricity at a nearby target, potentially damaging a device (by overloading it 
  or exposing it to a localized EMP) or inflicting damage no greater than twice Scar Power 
  (dependent on a viable source within range). 
  • 
  Input: The Deviant can spoof passwords and other access credentials, bypassing local 
  security protocols. This cannot grant network access (including via VPN) unless the server where 
  the target data is stored is also within range, although if the device has passwords to remote 
  servers stored locally (including ones unlocked with a fingerprint or by facial recognition), these 
  still function normally.  
  • 
  Output: The Remade can alter the output of an electronic device, causing it to display 
  whatever the Broken wishes, within the device’s limits. She can alter the images and sound 
  coming from a TV, cause a phone to ring and produce the sound of a voice when answered, or 
  any number of other tasks. Particularly complex feats, such as fabricating a convincing news 
  broadcast out of whole cloth, may demand Scar Finesse rolls and/or relevant Skill rolls to make 
  believable, at the Storyteller’s discretion. 
  
  • 
  Power: The Broken can feed or starve an electronic device, powering it on or off even in 
  the absence of a viable power source. This can “hotwire” a device that usually requires a 
  physical component, such as a switch, button, lever, or ignition. If the device controls other 
  devices (such as a control terminal that directs an entire assembly line of robots, or the ignition 
  of a car that is otherwise in operational condition), it is possible to control much larger 
  machinery, as long as the subordinate devices have an existing power source. 
  • 
  Research: The Deviant can rapidly analyze an electronic device to which she has gained 
  access (or which lacks security), locating any data on it that she is seeking as long as it is stored 
  on the target device. This reduces the interval of relevant extended actions by a full step — from 
  hours to minutes or from minutes to turns. 
  The Cephalist wields electrokinetic influence, but doing so sends damaging electrical currents 
  through her arms (Deterioration; Controlled; Dexterity). 
  The Chimeric has the electricity-generating powers of an electric eel, but he cannot stop 
  generating constant electric shocks unless wearing wire mesh gloves (Relentless Variation 
  [Power Failure]; Persistent). 
  The Invasive’s cybernetic generator allows her to project electricity from her hands, but if she 
  does not discharge the built-up power regularly, it eventually lashes out on its own (Power 
  Build-up; Involuntary; Stamina). 
  Enhanced Speed (• to ••••) 
  Overt 
  Reflexive, Tiered, Toggled 
  The Remade moves with incredible grace and speed, easily outpacing pursuers. 
  At Magnitude •, the Broken enjoys a bonus to Initiative rolls equal to Scar Power. In addition, 
  she doubles her Speed when moving under her own power — whether running or relying on 
  other Variations such as Flight or Aquatic. 
  At Magnitude ••, the Deviant receives a bonus to Defense equal to half Scar Power (rounded up), 
  and attacks against her do not reduce her Defense against subsequent attacks in the same turn. 
  At Magnitude •••, choose one: 
  • 
  Alacrity: Once per scene, the Broken may choose to take her action at any time during a 
  turn — whether to act first each turn, to interrupt another character’s turn, or to hold her action 
  until everyone else has acted for the turn. Other characters using preempting powers provoke a 
  Clash of Wills. 
  • 
  Fleetness: The Remade instead multiplies her Speed by Scar Power plus one when 
  moving under her own power. She may also employ her Defense (and Dodges) against firearms 
  attacks, as long as she is aware of them and capable of responding (not tied up, grappled, etc.). 
  At Magnitude ••••, the Broken enjoys the benefits of both Magnitude ••• effects. 
  The Coactive exists in a pocket of compressed time, such that the world seems to move in slow 
  motion around him, but he needs more five times as much food and oxygen to survive 
  (Dependency; Persistent). 
  
  Mystical quicksilver sheaths the Invasive’s skeleton, making her movements swift and graceful, 
  but the substance is toxic and frequently sends her to the hospital (Genetic Disorder; Persistent). 
  The Mutant’s hollow bones play an important role in his ability to achieve such incredible 
  speeds, but they also make him especially vulnerable to trauma (Thin Skin; Persistent). 
  Environmental Adaptation (• to •••••) 
  Subtle 
  Discrete, Perpetual, Reflexive 
  The Deviant is particularly hardy and resistant to environmental hazards. 
  Choose a single broad type of environment, such as mountains, deserts, cold, swamp, or 
  subterranean. The Deviant enjoys a bonus equal to Magnitude to all Survival rolls in that 
  environment. In addition, in the chosen environment, he may either to ignore a number of 
  Environmental Tilts equal to Magnitude, to reduce the level of an Extreme Environment by 
  Magnitude, or a combination of the two. 
  At Magnitude • and ••, this cannot reduce the level of a level 4 Extreme Environment. 
  At Magnitude ••• or ••••, this can reduce the level of a level 4 Extreme Environment. 
  Deviations 
  • 
  General (+1 Magnitude): The benefits of this Variation instead apply to all Extreme 
  Environments and Environmental Tilts, regardless of the type of environment, as long as they are 
  not wholly supernatural phenomena. The Broken may shrug off a thunderstorm summoned by a 
  sorcerer, for example, but not an Environmental Tilt imposed by a cloud of pure necrotic energy 
  summoned from the Underworld. 
  By means of biofeedback techniques, the Cephalists insulates himself against extreme heat, but 
  he is emotionally distant (Frozen Heart; Persistent). 
  The thumb-sized magical ruby embedded in the hollow of the Invasive’s throat allows her to 
  sheath herself in the appropriate survival equipment for any environment (Conspicuous 
  Appearance; Persistent). 
  The Mutant’s thick hide and redundant organs allow him to weather bitter cold, but he heals 
  more slowly (Sluggish Metabolism; Persistent). 
  Face Thief (• to •••••) 
  Overt 
  Tiered, Toggled 
  The Remade can disguise himself as another person (the subject) as a Directed effect, although 
  the target does not contest this effect, and the Deviant can only mimic one person at a time. This 
  disguise lasts until the end of the scene, but the Remade may spend a point of Willpower to 
  extend its effects until the beginning of the next chapter (potentially allowing her to wear the 
  disguise for several consecutive chapters). 
  At Magnitude •, The Deviant can only mimic a single part of the subject’s body — such as a face 
  or hand. 
  
  At Magnitude ••, the Deviant can mimic any bodily features that he can see or has identified 
  during a previous examination of the target. This makes faces and hairstyles easy to match, but 
  the Remade’s disguise may not fool someone who checks his body for a scar or tattoo that the 
  Broken knows nothing about. The transformed can imitate the target’s voice, too, but as with 
  identifying features, he must already be familiar with the target’s dialect and vocal mannerisms. 
  The Deviant cannot change Size, nor can he adopt the clothing or other trappings of the target. 
  Within these limits, however, the disguise is almost flawless, granting the Remade the rote 
  quality on Subterfuge rolls to successfully apply a disguise. 
  At Magnitude •••, the disguise perfectly replicates the target’s body in appearance, sound, and 
  even scent. Furthermore, he may take on the target’s current costume or even appear of a Size up 
  to two higher or lower than his own. These are not functional features, however. Riot gear 
  created by this disguise offers no protection, for example, and an increase in apparent Size does 
  not grant more health levels. 
  At Magnitude ••••, the Deviant’s transformation also grants him access to useful fragments of the 
  target’s memories that make it more difficult to recognize him as an imposter: 
  • 
  The Remade is able to speak the target’s native tongue (or tongues, if he was raised 
  multilingual) with the proper accent. 
  • 
  The Deviant automatically recollects names, recognition signals, and the right responses 
  to questions meant to establish his identity. This isn’t an active awareness, but it works to 
  prevent his being found out. For example, if greeted by one of the target’s friends, the Remade 
  can return the greeting without hesitation, suddenly recollecting that person’s name. The same is 
  true of secret handshakes and passwords. The Deviant could not tell anyone what the target’s 
  laptop password is, but as soon as he sits down in front of the login screen, his fingers seem to 
  move of their own volition. 
  • 
  The Remade becomes aware of the target’s Social Merits and may gain temporary access 
  to a number of dots of these equal to Scar Power. He recollects bank account credentials, the 
  contact information for allies who owe the target favors, and so forth. The Deviant can, instead 
  of reaping the benefits of a Social Merit, sabotage it such that the target loses access to it until 
  the end of the chapter. The Deviant may benefit from this effect for a given target only once per 
  chapter. 
  Deviations 
  • 
  Recollection (+1 Magnitude): The Broken may also adopt an appearance based on a 
  photograph of the subject, although low resolution images impose a penalty to the Scar Finesse 
  roll to apply the disguise. Further, she may adopt the appearance of anyone she has previously 
  mimicked. 
  The Coactive dabbles in games of mistaken identities, in keeping with the nature of the trickster 
  god whose essence she drank, but its final curse plagues her daily (Misfortune; Persistent). 
  The Invasive’s skin contains pinhole holographic projectors, and his voice box contains a sound 
  modulator. Together, these allow him to imitate anyone. However, this equipment is delicate and 
  requires regular repairs (Maintenance; Persistent). 
  The Mutant literally rearranges his face, molding the flesh like putty, but it takes time to 
  complete this transformation (Preparation; Controlled; Dexterity). 
  
  Flight (• to •••••) 
  Overt 
  Reflexive, Tiered, Toggled 
  The Deviant can fall safely, glide, or fly under his own power. 
  At Magnitude •, the Deviant may turn any fall into a controlled descent, taking no falling 
  damage. 
  At Magnitude ••, the Remade may glide with a horizontal Speed of 10 + Scar Power. He cannot 
  gain altitude and must descend at least three yards/meters per turn of gliding — although the 
  Storyteller may allow exceptions to this if local conditions are just right for riding thermals and 
  updrafts. The Deviant may opt for a steeper descent, diving at a rate of up to 30 yards/meters per 
  turn. 
  At Magnitude •••, The Broken may initiate flight. His horizontal air speed and diving rate are the 
  same as for the gliding effect above. In addition, he may ascend a number of yards/meters each 
  turn equal to Scar Power as an instant action. Certain Tilts and Environmental Tilts might also 
  complicate flight or make it impossible for the Deviant to stay aloft (at the Storyteller’s 
  discretion). 
  At Magnitude ••••, choose one: 
  • 
  Grace: The Deviant flies as easily as walking. The Remade can hover, and his ascents 
  are part of his normal movement, instead of requiring an instant action. 
  • 
  Velocity: The Broken’s flight is swift. His horizontal air speed is equal to 20 times Scar 
  Power. 
  At Magnitude •••••, The Deviant possesses both the Magnitude •••• effects. 
  The Cephalist uses her telekinetic powers to fly, but she is prone to hallucinations (Glitch; 
  Persistent). 
  The Chimeric’s arms have been replaced with wings (Missing Limb; Persistent). 
  Retractable rocket jets extend out of the Invasive’s arms and legs, but remaining aloft is a 
  constant balancing act that requires his full attention. (Concentration; Controlled; Wits). 
  Gigantic (• to •••••) 
  Overt 
  Tiered, Toggled 
  The Deviant is a true giant when this Variation is active. This grants several effects: 
  • 
  Once per chapter, when the Variation’s effects end, the Deviant heals some of the 
  damage she sustained while it was active. This is equal to the difference between her normal Size 
  and the Size the Variation granted her. The least serious injuries always heal first — bashing 
  damage before lethal damage and lethal damage before aggravated damage — and this will not 
  heal injuries the Remade suffered before activating the Variation. Any damage remaining in 
  extra health boxes that disappeared because of a reduction in Size is applied to remaining health 
  boxes as additional damage, potentially wrapping around to more severe types of damage (see p. 
  XX). 
  
  • 
  The Remade enjoys the 8-Again quality on Strength and Stamina rolls that benefit from 
  her increased mass and adds four dice when spending Willpower on these rolls instead of three. 
  • 
  The Broken receives a bonus equal to half the Magnitude of Gigantic (rounded up) to 
  derived traits or static effects based on Strength or Stamina — such as Speed, thrown weapon 
  calculations, and resistance to Tilts (whether personal or environmental). When spending 
  Willpower to resist an unwanted effect targeting Stamina, she gains +3 instead of +2. 
  • 
  The Deviant can lift, push, or slowly drag objects of up to her current Size, wield objects 
  of up to half that (rounded up) with both hands, and wield objects of one-third her current Size 
  (rounded up) one-handed. This does not require a roll unless the object in question is 
  exceptionally dense (such as solid gold, lead, or uranium).  
  At Magnitude •, the Deviant’s natural Size increases by 1, granting an additional health box. 
  At Magnitude ••, Size instead increases by 2 or 3. 
  At Magnitude •••, Size instead increases by 4 or 5. 
  At Magnitude ••••, Size instead increases by between 6 and 10. 
  At Magnitude •••••, Size instead increases by between 11 and 15. 
  The Chimeric is huge and can do nothing to reduce his size (Relentless Variation; Persistent). 
  The Coactive channels the power of a titan, growing to enormous heights but descending into a 
  bestial state (Persistent Drawback [Alternate Personality]; Controlled; Manipulation). 
  The Mutant’s body expands to an enormous size, but her Progenitor used the threat of 
  immolation as a means of controlling her, instilling her with a fear of fire (Phobia; Persistent). 
  [CHART] 
  Size 
  Object 
  0 
  Insect 
  1 
  Handheld object or tool, rodent 
  2 
  Infant, cat, sword, sawn-off shotgun, skateboard 
  3 
  Mid-size dog, child, window, two-handed tool, stool 
  4 
  Spear, teenager, chair 
  5 
  Adult, door, electric scooter 
  6 
  Very large adult, deer, bicycle 
  7 
  Alligator, bear, motorbike, coffin 
  8 
  Vault door, compact car 
  10 
  Sports car, moose 
  12 
  Shark, luxury car 
  15 
  SUV, elephant 
  20 
  Light airplane, yacht, semi-truck 
  
  25 
  Dump truck, houseboat, tour bus, semi with trailer 
  30 
  Whale 
  [END CHART] 
  Healing Touch (• to •••••) 
  Overt 
  Tiered, Toggled 
  The Deviant can repair injuries and cure other physical ailments with a touch. 
  No patient can benefit from the same effect of this Variation more than once per chapter, 
  regardless of how many Broken attempt to use it on her, although the healer can use an 
  Adaptation to overcome this limit. This Variation does not heal damage caused by a Scar (such 
  as Perilous Variation) or Adaptation (such as Adrenaline Surge or Overclock). 
  At Magnitude •, the Remade alleviates symptoms, cures minor ailments, and takes away pain, 
  reducing the patient’s wound penalties by half Scar Power (rounded up) until the end of the 
  scene. 
  At Magnitude ••, the Broken may heal a patient of all bashing damage or temporarily neutralize 
  the effects of a drug, poison, or injury. This removes a number of Tilts (such as Poisoned, Sick, 
  or Leg Wrack) equal to Scar Power, but doesn’t cure any underlying Conditions. 
  At Magnitude •••, the transformed may heal a patient of lethal damage equal to Scar Power or 
  remove a Condition caused by bodily injury, exhaustion, or illness (such as the Fatigued 
  Condition). This does not affect Persistent Conditions. 
  At Magnitude ••••, once per chapter, the Deviant can heal a patient of aggravated damage equal 
  to half Scar Power (rounded up), remove a Persistent Condition, or replace/restore function to a 
  missing or destroyed limb or organ. This does not affect Scars. 
  At Magnitude •••••, the Remade can restore a dead patient to life. Such resurrection is often 
  traumatic for the patient, who may not be entirely himself after the experience. If his death took 
  place prior to the current story, his body was not largely intact, he patient died of natural causes, 
  and/or he does not wish to be brought back from the dead, the risk of trauma is higher, and the 
  Variation may fail entirely (at the Storyteller’s discretion). The Broken may perform one such 
  resurrection per story without personal cost. Each additional miracle she performs in the same 
  story causes a medium Instability. 
  The Coactive redirects the life energy around him into his patient, healing her but at the expense 
  of his own health and leaving a trail of withered plants and dead insects behind (Perilous 
  Variation; Controlled; Dexterity; Deviation: Identifier). 
  The Invasive injects medical nanites into her patient, which effect rapid healing, but the 
  electrical impulses generated by these nanites in her blood also slow her reaction times 
  (Suppression; Persistent). 
  The Mutant Transmissible’s saliva has healing properties, allowing him to close wounds, mend 
  bones, and even restore life to the dead by licking them. However, using this ability frequently 
  carries a high cost. Further, resurrection introduces a high probability of triggering Divergence 
  in the newly arisen (Cooldown; Controlled; Dexterity). 
  
  Holographic Projection (• to •••••) 
  Overt 
  Directed, Tiered, Toggled 
  The Deviant can conjure illusions. 
  The Remade may generate holograms of up to Size 5 (or with a one-yard/meter radius). This 
  illusion is static unless directed during the turn and disappears at once if the Deviant moves out 
  of range of it. Simple holograms do not require a roll, but especially detailed illusions may 
  demand Skill or Scar Finesse rolls as the Storyteller deems appropriate. 
  At Magnitude •, the hologram is obviously unreal. Visual illusions are translucent or 
  occasionally flicker, and the noises they generate are tinny or obvious reproductions — like 
  orchestral music played through the speaker of a cellphone. Detailed illusions — even if 
  flawlessly rendered — suffer from low resolution or visual or audio artifacts. 
  At Magnitude ••, the Deviant generates convincing audio-visual illusions. Most observers cannot 
  distinguish them from the real thing until they or some other object passes through the hologram. 
  Although the sensory stimulus provided by the Remade’s illusions cannot inflict Tilts, they can 
  illuminate a small room or generate enough white noise to discourage eavesdroppers. 
  At Magnitude •••, the Remade can give his holograms substance. Holographic objects have a 
  Durability of 1 and Structure equal to Size + Durability. Characters within the affected area can 
  pick up these illusory objects and use them as tools or weapons, although complex machines and 
  electronics will require Skill and Scar Finesse rolls, often with significant penalties. 
  Deviations 
  • 
  Expand (+1 Magnitude): The Deviant may generate holograms with a radius in 
  yards/meters up to Scar Power or of a maximum Size equal to five times Scar Power. 
  • 
  Control (+1 Magnitude): The Broken’s illusions do not vanish when he moves out of 
  range, and he may direct a number of holograms equal to Scar Power as a reflexive action, each 
  turn. 
  The Cephalist can conjure illusions of anything she can imagine. Her Divergence involved being 
  injected with spider eggs from a Fae world, which hatched thousands of gossamer spiders that 
  crawled out of her body — an experience that she relives in dreams each night and which makes 
  her intensely arachnophobic (Phobia; Persistent; Deviations: Nightmares). 
  The Coactive can pull images of objects and creatures that exist in parallel dimensions into his 
  own. However, tapping into these otherwolds can draw the attention of their unseen, meddling 
  denizens (Paranoia; Persistent). 
  The Invasive Amalgam has hologram projectors implanted in his body, placed there through 
  meticulous and agonizing procedure that would have shattered his mind were it not for a fellow 
  test subject’s constant support — a test subject who only ever existed in his imagination (Glitch; 
  Persistent).  
  Hyper-Competence (• to •••) 
  Subtle 
  Discrete, Perpetual, Reflexive 
  
  The Deviant possesses superhuman adroitness within a narrow field. 
  Choose a Skill when purchasing this Variation. This Variation can be purchased multiple times, 
  and each time its benefits apply to a different Skill. 
  At Magnitude •, the Deviant is always treated as having an applicable Specialty when using the 
  chosen Skill. She also achieves an exceptional success on three successes instead of five with 
  that Skill. 
  At Magnitude ••, the Remade enjoys a bonus on rolls involving the chosen Skill equal to Scar 
  Power. 
  At Magnitude •••, the Broken enjoys the rote quality on rolls with the chosen Skill. 
  The Chimeric’s specialized education allows her to build, maintain, and repair virtually 
  anything even while blindfolded, but the masters did not consider her ability to express her 
  emotions a sufficiently useful skill (Frozen Heart; Persistent). 
  The Coactive is the vessel of a ghost, and it will aid him with tasks it could perform in life, 
  although not always the way he expected (Persistent Drawback, Alternate Persona; Controlled; 
  Manipulation). 
  The arcane circuitry in the Invasive’s brain reroutes resources that he would normally use for 
  self-expression to first aid and surgery (Silence Scar; Persistent). 
  Immunity (• to •••) 
  Subtle 
  Discrete, Perpetual, Reflexive 
  The Remade enjoys complete immunity to a certain impairments or sources of harm — whether 
  due to alien anatomy, mystical protection, or some other factor. 
  While the Variation is active, the Deviant enjoys an immunity chosen at the time this Variation is 
  purchased. This Variation can be purchased any number of times, and each purchase grants an 
  additional immunity (or immunities). The immunity the Broken possesses determines the 
  Variation’s Magnitude: 
  At Magnitude •, the Remade is immune a number of Tilts equal to Scar Power, as well as to any 
  Condition that operates on the same premise. A Deviant who is immune to the Leg Wrack Tilt 
  cannot gain the Crippled Condition, for example. This does not include Environmental Tilts, 
  however, and the Broken cannot make himself immune to a Scar. 
  At Magnitude ••, the Deviant possesses immunity to a number of the following equal to Scar 
  Power: Caustic Chemicals (such as acids and bases), Cold, Disease, Electricity, Falling Damage, 
  Fire, Drugs/Poison, or Radiation. The Storyteller may allow alternative immunities at her 
  discretion. 
  At Magnitude •••, the Remade demonstrates a substantial resistance to the powers of a single 
  category of supernatural being such as ghosts, wizards, vampires, demons, or werewolves. Any 
  attempt to target the Remade with one of these abilities must defeat him in a Clash of Wills. 
  The adaptations of the Chimeric’s animal half manifest as a resistance to cold, disease, and 
  drugs, but her pedigree also comes with a thinness of the blood (Hemophilia; Persistent). 
  
  The Invasive has cybernetic arms and legs, which are nearly unbreakable, if almost impossible 
  to overlook (Conspicuous Appearance; Persistent). 
  A lifetime of controlled exposure to food and drink imbued with sorcerous powers has allowed 
  the Mutant to resist magic at need, although it has come at the cost of needing to consume these 
  substances to survive whenever the Variation is active (Dependency; Persistent). 
  [Descriptor] [Skill] Lash (• to •••••) 
  Overt 
  Discrete, Toggled 
  This Variation allows the Remade to attack enemies with an arsenal other than a Baseline’s 
  punches and kicks. The manifestations of this Variation are as varied as the Broken themselves. 
  Some lash out with telekinetic force, others with a hail of glass shards or a blast of necrotic 
  shadow, and still others have wicked claws, fangs, or horns. This Variation may be purchased 
  any number of times to represent different means of attack. 
  • 
  Lashes have a descriptor chosen at the time of purchase — Bruising (deal bashing 
  damage), Cutting (deal lethal damage), or Gentle (deal no damage). 
  • 
  Choose a combat Skill when purchasing this Variation — Athletics, Brawl, Firearms, or 
  Weaponry. This determines the dice pool used to resolve attacks with the Lash (Dexterity + 
  Athletics/Firearms - target’s Defense, or Strength + Brawl/Weaponry - target’s Defense) and 
  whether the attacks are ranged (Athletics/Firearms) or melee (Brawl/Weaponry). Each attack 
  with a Lash requires an instant action. 
  • 
  A ranged Lash has a range of 30/60/120 yards/meters. Although not Directed, Scars and 
  Deviations that cannot entangle Directed Variations cannot entangle a ranged Lash, and ones that 
  may only entangle Directed Variations can entangle a ranged Lash. 
  • 
  In order to apply their Tilts, Cutting Lashes must inflict at least one point of lethal 
  damage after armor, and Bruising Lashes must inflict at least one point of damage in excess of 
  the target’s general armor rating (before applying armor). Gentle Lashes apply their Tilts on any 
  successful attack, regardless of the target’s armor. 
  At Magnitude •, the Lash has a damage rating of 0 and deals damage as part of an attack. In 
  addition, choose one of the following effects at the time of purchase: 
  • 
  Blasting (Ranged Lash Only): The Lash behaves as a short burst (p. XX). 
  • 
  Caustic: The Lash splashes the target with a caustic chemical (p. XX) with an intensity 
  of +0 and coverage of 1 (2 on an exceptional success). 
  • 
  Channel: Choose one of the Remade’s Directed Variations. On a successful attack with 
  Lash, the Deviant may reflexively activate that Variation as though she had touched the target. 
  Variations that can affect multiple targets only affect the target of Lash, however. The Lash gains 
  the Exclusive keyword. 
  • 
  Conjured: The dice pool for attacks made with the Lash is instead Scar Finesse + 
  Acclimation - the target’s Defense. 
  • 
  Deadly: The Lash has a damage rating no greater than the lower of Scar Power or 
  Magnitude and has an equal Initiative penalty. 
  
  • 
  Deafening: The Lash inflicts the Deafened Tilt in both ears. 
  • 
  Disabling: When attacking a specified target (p. XX) with the Lash, reduce the penalty 
  by one, and increase the damage by Scar Power for the purpose of applying Tilts. A Gentle Lash 
  also adds successes on the attack roll to this effective damage. 
  • 
  Envenomed: The Lash causes the Poisoned Tilt. 
  • 
  Forceful: The Lash inflicts the Knocked Down Tilt. 
  • 
  Grappling (Melee Lash Only): On a successful attack, the Deviant may also initiate a 
  grapple against the target as a reflexive action. 
  • 
  Immolating: The Lash causes the target to catch fire as though exposed to a flame (p. 
  XX) with a size of 1 and a heat of +0 (size 2, on an exceptional success). 
  • 
  Insidious: The Lash ignores Defense. However, attacks with it are instead resisted by a 
  Resistance Attribute chosen at the time the Lash is created. 
  • 
  Obscuring: The Lash inflicts the Blinded Tilt (in both eyes, on an exceptional success). 
  • 
  Piercing: The Lash has the Armor Piercing quality equal to the lower of Scar Power or 
  Magnitude. 
  • 
  Reach (Ranged Lash Only): The Lash instead has a range of 100/200/400 yards/meters. 
  • 
  Sickening: The Lash inflicts the Sick Tilt. 
  • 
  Soporific: The Lash inflicts the Drugged Tilt. 
  • 
  Touch (Melee Lash Only): The Lash is delivered via touch attacks, rolling Dexterity + 
  Brawl/Weaponry - the target’s Defense. 
  • 
  Versatile: Your Lash becomes Tiered, allowing you to call upon fewer of the effects and 
  Deviations you chose. A Lash with Sickening and Soporific, for example, may inflict the Sick 
  Tilt, the Drugged Tilt, both, or neither, as you decide before making an attack with it. 
  At Magnitude ••, as Magnitude •, but choose three effects, instead. 
  At Magnitude •••, as Magnitude ••, but choose five effects, instead. 
  At Magnitude ••••, as Magnitude •••, but choose seven effects, instead. 
  At Magnitude •••••, as Magnitude •••••, but choose nine effects, instead. 
  Deviations 
  None of the following Deviations has one of the similar effects above as its prerequisites. 
  Corrosive does not require Caustic, and only the more powerful effect applies. Additionally, 
  Deviations that increase the damage rating do not stack (only the best one applies). 
  • 
  Blinding (+1 Magnitude): The Lash inflicts the Blinded Tilt in both eyes. 
  • 
  Burst (Ranged Lash Only; +1 Magnitude): The Lash behaves as a medium burst (p. 
  XX). 
  • 
  Circle Strike (Melee Lash Only; +2 Magnitude): The Lash attacks every viable target 
  within one yard/meter of the Deviant — friend or foe. Resolve each attack separately. 
  
  • 
  Corrosive (+1 Magnitude): As Caustic, but the chemical’s intensity bonus is instead 
  equal to half Scar Power (rounded up). 
  • 
  Debilitating (+1 Magnitude): As Disabling. Additionally, if the Broken does not specify 
  a target, it still hits one chosen at random based on the face value of a single die, potentially 
  imposing a Tilt: Arm (1-3), Leg (4-6), Head (7-8), or Heart (9-10). 
  • 
  Devastating (+1 Magnitude): As Deadly, but use the higher of Scar Power or 
  Magnitude. 
  • 
  Explosive (Ranged Lash Only; +2 Magnitude): The Lash instead generates an 
  explosive with a range of 10/20/30. It has a blast area is equal to Scar Power + Magnitude and a 
  Force equal to the lower of Scar Power or Magnitude. Its damage rating is unchanged, but extra 
  successes on the attack roll do not increase damage. 
  • 
  Full Auto (Ranged Lash Only; +2 Magnitude): The Lash behaves as a Long Burst (p. 
  XX). 
  • 
  Gunshot (Ranged Lash Only; +1 Magnitude): The Lash ignores Defense as though it 
  were a firearm attack. 
  • 
  Horrendous (Cutting Lash Only; +1 Magnitude): The Lash instead deals aggravated 
  damage. 
  • 
  Immobilizing (+2 Magnitude): The Lash imposes the Immobilized Tilt on the target. 
  Escape attempts treat this as a restraining item with a Durability equal to half Scar Power 
  (rounded up). This restraint further imposes a -2 penalty on the escape attempt (-4 if the Deviant 
  achieved an exceptional success on the attack). 
  • 
  Incinerating (+1 Magnitude): As Immolating, but the fire’s heat bonus is instead equal 
  to half Scar Power (rounded up). 
  • 
  Line-of-Sight (Ranged Lash Only; +1 Magnitude): The Lash can strike any target not 
  completely hidden by cover, regardless of the distance. 
  • 
  Penetrating (+1 Magnitude): Armor affords no protection from the Lash’s damage. 
  • 
  Scrambling (+1 Magnitude): The Lash inflicts the Insensate Tilt. 
  • 
  Stunning (+1 Magnitude): The Lash inflicts the Stunned Tilt. 
  • 
  Terminal (+1 Magnitude): The Lash inflicts the grave Sick Tilt. 
  • 
  Toxic (+1 Magnitude): The Lash inflicts the grave Poisoned Tilt. 
  [FULL-PAGE SIDEBAR — HALF FOR RANGED LASHES AND HALF FOR 
  MELEE LASHES, SO MAYBE MAKE IT TWO COLUMNS OR TWO HALF-
  PAGE SIDEBARS ON TOP OF EACH OTHER.] 
  Example Lashes 
  Ranged Lashes 
  Magnitude • 
  The Cephalist’s psionic strike dulls the target’s senses (Bruising Firearms Lash; 
  Soporific). 
  
  The Chimeric spits venom (Gentle Athletics Lash; Envenomed) 
  The Coactive unleashes a directed scream seeming from the pits of hell (Bruising 
  Athletics Lash; Deafening). 
  The Invasive shoots lasers from his eyes (Cutting Firearms Lash; Immolating) 
  The Mutant fires shards of bone out of specialized organs on each side of her skull 
  (Cutting Firearms Lash, Deadly). 
  Magnitude •• 
  The Cephalist’s lightning-quick telekinetic strike grapples her foe (Bruising 
  Athletics Lash; Channel [Telekinesis], Gunshot). 
  The Chimeric fires a burst of quills that can penetrate body armor (Cutting Firearms 
  Lash; Burst, Piercing) 
  Arcane darkness envelops the Coactive’s opponent (Cutting Athletics Lash; 
  Blinding, Insidious [Composure]). 
  The Invasive fires stunning energy from his hands (Gentle Firearms Lash; Deadly, 
  Stunning). 
  A terrifying, short-lived winged gremlin bursts out of the Mutant’s skin and bites 
  the target (Cutting Athletics Lash; Devastating, Soporific) 
  Magnitude ••• 
  The Cephalist unleashes a wave of telepathic control that plunges one or more 
  victims into a reverie of vivid memories of trauma or ecstasy (Gentle Firearms 
  Lash; Conjured, Burst, Scrambling). 
  The demonic ovipositor under the skin of the Chimeric’s left arm sends forth a 
  barrage of hungry larvae that burrow into the target’s flesh (Cutting Athletics Lash; 
  Blasting, Horrendous, Toxic). 
  Tendrils of blue energy burst out of the Coactive’s body, lashing out in every 
  direction (Cutting Firearms Lash; Deadly, Full-Auto) 
  The Invasive’s right hand folds back to reveal a small cannon (Cutting Firearms 
  Lash; Piercing, Devastating, Gunshot). 
  The Mutant exhales a plume of pure pestilence (Bruising Athletics Lash; Soporific, 
  Terminal, Toxic). 
  Magnitude •••• 
  The Cephalist projects intense psychic energy that causes brain hemorrhages 
  (Cutting Firearms Lash; Insidious [Resolve], Horrendous, Penetrating). 
  The Coactive lobs a ball of explosive, white-hot ectoplasm (Cutting Athletics Lash; 
  Deadly, Conjured, Immolating, Devastating, Explosive) 
  The Mutant showers the victim in deadly acid (Gentle Athletics Lash; Conjured, 
  Burst, Corrosive, Devastating) 
  Magnitude ••••• 
  The Chimeric generates a powerful bolt of electricity (Bruising Firearms Lash; 
  Forceful, Devastating, Forceful, Reach, Gunshot, Penetrating, Stunning) 
  
  The Invasive’s body contains a whole arsenal of weapons suitable for any occasion 
  (Cutting Firearms Lash; Deadly, Disabling, Forceful, Immolating, Obscuring, 
  Piercing, Reach, Soporific, Versatile). 
  Melee Lashes 
  Magnitude • 
  The Cephalist sheaths her hands in tiny forcefields that allow her to land bone-
  shattering blows (Bruising Brawl Lash; Disabling). 
  The Chimeric has razor sharp, retractable claws (Cutting Brawl Lash; Deadly). 
  The Coactive conjures a main gauche of coruscating energy (Cutting Weaponry 
  Lash; Piercing). 
  The Invasive deploys canisters that project sand into a nearby target’s eyes at high 
  velocity (Gentle Weaponry Lash; Obscuring). 
  The Mutant’s teeth are sharpened and envenomed like those of a cobra (Cutting 
  Brawl Lash; Envenomed). 
  Magnitude •• 
  The Cephalist touches her opponent, sending a knife of psychic fire into his brain 
  (Bruising Brawl Lash; Deadly, Insidious [Resolve], Touch). 
  The Chimeric’s prehensile tail is covered in bony hooks as sharp as shark’s teeth 
  (Cutting Brawl Lash; Forceful, Deadly, Grappling) 
  The Coactive’s touch burns white hot (Gentle Brawl Lash; Touch, Incinerating). 
  The Invasive has an electrified sword for an arm (Cutting Weaponry Lash; Channel 
  [Electrokinesis], Devastating). 
  The Mutant’s claws drip with foul substances (Cutting Brawl Lash; Sickening, 
  Corrosive). 
  Magnitude ••• 
  The Cephalist’s punches literally strike fear into the heart of his target, sapping 
  away the will to fight (Bruising Brawl Lash; Channel [Creeping Dread], 
  Scrambling). 
  The Chimeric explodes into a berserk whirlwind of claw, fang, and horn (Cutting 
  Brawl Lash; Deadly, Circle Strike). 
  The Coactive’s touch freezes the target in a block of ice (Gentle Brawl Lash; Touch, 
  Immobilizing). 
  A chain of small teeth protrudes from the Invasive’s right arm, moving like a 
  chainsaw (Cutting Weaponry Lash; Piercing, Debilitating; Devastating). 
  The Mutant bites off chunks of his victim’s flesh and swallows them (Cutting Brawl 
  Lash; Channel [Inhuman Digestion], Deadly, Grappling, Horrendous). 
  Magnitude •••• 
  The Chimeric sprays the target with toxic and highly caustic black ink (Cutting 
  Weaponry Lash; Blinding, Corrosive, Deadly, Toxic). 
  A needle in the Invasive’s finger injects the victim with aggressive nanites with 
  effects ranging from light-headedness to the formation of super-fast-acting cancer 
  
  cells that harden into tumors throughout the victim’s body (Gentle Brawl Lash; 
  Piercing, Sickening, Soporific, Toxic, Venomous, Versatile). 
  The Mutant wields a dozen, grasping, memory-devouring tentacles (Bruising Brawl 
  Lash; Channel [Memory Thief], Deadly, Grappling, Circle Strike). 
  Magnitude ••••• 
  The Cephalist conjures flaming swords of varying sizes and intensities, and the fires 
  they ignite are under her command (Cutting Weaponry Lash; Channel 
  [Pyrokinesis], Deadly, Immolating, Versatile, Devastating, Incinerating). 
  The Coactive conjures a spear with a point made of pure necrotic energy (Cutting 
  Weaponry Lash; Deadly, Debilitating, Devastating, Obscuring, Penetrating, 
  Stunning). 
  Miniaturization (• to ••••) 
  Overt 
  Discrete, Toggled 
  The Remade shrinks. 
  This miniaturization has a less drastic effect on the Remade’s mass than one might expect. As a 
  result, if the Remade adopts a Size that is less than Scar Power, she uses Scar Power instead of 
  her Size when calculating the number of boxes in her health track. A Deviant with a Scar Power 
  ••• and Stamina •• who shrinks to Size 2, for example, would have five health boxes, not four. 
  At Magnitude •, the Remade shrinks to Size 4. This grants her a +2 bonus on any rolls to remain 
  unnoticed or to gain access to or operate in places where being small is an advantage — such as 
  in a crawl space or while seeking cover from enemy gunfire. 
  At Magnitude ••, the Deviant can shrink to as little as Size 1. The bonus to rolls above is instead 
  equal to (6 - Size), and she enjoys a bonus to Defense equal to half that bonus (rounded up). 
  However, the species factor to the Remade’s Speed is equal to her new Size instead of being 
  five, and she cannot wield any weapon whose Size is equal to or greater than her own. 
  At Magnitude •••, the Remade becomes Size 0, which ranges from the size of a moderately large 
  cockroach to that of a fruit fly. Anyone not actively looking for her rolls a chance die to notice 
  she is present, and even if successful, they are likely to assume she is an unimportant insect. 
  Those searching for the Deviant suffer a -5 penalty, while she enjoys a +5 bonus to attempts to 
  elude notice. However, the Remade’s Speed is reduced to 1, and she cannot lift or manipulate 
  objects larger than a sugar cube without additional Variations. 
  At Magnitude •••• the Deviant becomes microscopic. He is undetectable without a combination 
  of scientific instruments and dumb luck or without supernatural abilities. He cannot move more 
  than a few millimeters without piggybacking on a moving object. 
  Slipping inside the body of an enemy and then returning to full size is a messy but effective 
  tactic at Magnitude ••• and ••••, inflicting aggravated damage to the victim equal to the Deviant’s 
  new Size, but this inflicts a medium Instability on the Deviant. 
  
  The Coactive has a strange relationship with space that allows him to take up less of it, adopting 
  a wide variety of sizes, but even at full size, he never quite has the mass of other human adults 
  (Fragility; Persistent). 
  Subdermal pumps inject a shrinking potion into the Invasive’s veins when she gives a mental 
  command. The Remade learned the formula of the cocktail that activates her miniaturization, but 
  it still takes time to brew and does not have a long shelf life (Maintenance; Persistent). 
  The Mutant can fold her body on a subatomic level, but doing so weakens her hold on reality 
  further (Unstable Variation; Controlled; Wits). 
  Out of Phase (• to •••••) 
  Overt 
  Tiered, Toggled 
  The Deviant’s body does not interact with matter in the ordinary way. 
  At Magnitude •, the Remade may render part of a limb — such as a finger, a hand, or an arm 
  from elbow to hand — insubstantial to material with a Durability of 1 or less. The entire affected 
  region remains insubstantial until the end of the scene or until the Broken ends the Variation as 
  an instant action. He therefore can’t reach into an enemy’s chest and crush her heart in a fist, for 
  example. However, he could reach through a wooden door to unlock it from the other side using 
  the metal doorknob, since it would still be solid to his hand. If this Variation ends while the 
  Deviant still intersects a solid object, he is ejected from it and suffers a medium Instability. 
  At Magnitude ••, choose one: 
  • 
  Stone: The Remade’s insubstantial body parts can pass through material with a 
  Durability of 2. He must decide how insubstantial to make himself at the time he activates the 
  Variation, but he can change this density as an instant action during its duration — ignoring 
  either Durability 1 or Durability 2 and 1 materials. 
  • 
  Torso: The Broken may render up to half the volume of his body insubstantial, allowing 
  him to peek a head through walls or hide in places that are too small for him by dangling his legs 
  inside a wall or floor. This can likewise afford him the benefits of partial concealment (p. XX) 
  against weapons whose Durability does not normally interact with his body. Further, his clothing 
  and possessions in contact with the affected body parts likewise become insubstantial, as long as 
  they consist entirely of materials whose Durability is less than the maximum he can penetrate 
  (Durability 0 if he could normally pass through Durability 1 materials, for example). He cannot, 
  however, separate these items from his body. He cannot stick a glass dagger in a target and then 
  let go of it so that it is no longer in his hand when the Variation ends, for example. 
  At Magnitude •••, choose one: 
  • 
  Balance: The Broken enjoys the benefits of both Magnitude •• effects. 
  • 
  Steel: This is only available if the Deviant chose Stone as her Magnitude •• effect. The 
  Remade can become insubstantial enough to pass through Durability 3 materials. Only rare, 
  super-hard or mystical substances are beyond his ability to penetrate. 
  • 
  Body: This is only available if the Remade chose Torso as her Magnitude •• effect. The 
  Broken may render his entire body insubstantial (as well as any clothing or equipment, per the 
  
  Torso effect at Magnitude ••). Moreover, he can leave behind immaterial objects, which become 
  material again when the transformed does. However, insubstantial items that intersect with other 
  objects when the Variation ends are ejected from them into the nearest empty space large enough 
  to accommodate them, inflicting a minor Instability on the Deviant. 
  At Magnitude ••••, the Broken enjoys the benefits of all Magnitude ••• effects. 
  Deviations 
  • 
  Defensive (+1 Magnitude): The Deviant may become insubstantial or regain solidity as 
  a reflexive action but may only do so once per turn. 
  The Cephalist achieves material harmony through this psionic discipline, allowing him to pass 
  through solid objects, but the Divergence has left him sickly (Genetic Disorder; Persistent). 
  By using advanced technology to rearrange the matter in his body to line up with the empty 
  space of an object, the Invasive passes through it. This only functions in the presence of certain 
  frequencies of sound, however, and its efficacy varies widely (Involuntary Stimulus; Involuntary; 
  Stamina; Deviations: Short Circuit [Power Fluctuation], Uncontrollable Variation). 
  The Mutant’s body responds to matter strangely, but this also renders her particularly fragile 
  (Fragility; Persistent). 
  Pyrokinesis (• to •••••) 
  Overt 
  Directed, Tiered, Toggled 
  The Remade controls nearby flames. 
  This affects flames within range whose total damage due to size and heat does not exceed Scar 
  Power. For example, with Scar Power 3, the Remade can affect a fire the size of a torch with the 
  heat of a Bunsen burner (1 + 2), a bonfire-sized fire with the heat of a torch (2 + 1), or an inferno 
  with the heat of a candle (3 + 0) — as well as smaller and less intense flames (see p. XX). 
  At Magnitude •, choose one: 
  • 
  Influence: The Remade can direct a fire, moving at Speed no greater than the Scar 
  Power. Attempting to engulf an enemy in range requires a Scar Finesse roll, that is resisted by 
  Defense (instead of contested by Scar Resistance + Supernatural Tolerance). If successful, the 
  target suffers lethal damage based on the fire’s size and heat. The Deviant may instead prevent a 
  target fire from spreading to new fuel or protect a creature or object from fire, reducing fire 
  damage by Scar Power. 
  • 
  Pyrotechnics: The Broken can exert limited influence over the fires under her control, 
  shaping them to largely cosmetic ends — such as creating pyrotechnic displays, causing the 
  flames to give off more or less light, or making the fire produce more or less smoke. However, 
  she can also prevent the fire from spreading to new fuel, including allowing creatures to walk 
  amid the flames safely. 
  At Magnitude ••, the Broken benefits from both Magnitude • effects. 
  At Magnitude •••, the Deviant can increase or decrease the size or heat of a fire by one step. This 
  can cause the fire to rage beyond her further control. If the fire is already of minimal heat 
  (inflicting one damage due to its size and heat), further reduction extinguishes it. 
  
  At Magnitude ••••, choose one: 
  • 
  Ignite: The Remade can ignite a fire of any combination of size and heat that she can 
  control (or a smaller and/or cooler one, if she prefers). She may choose to ignite a living target, 
  inflicting lethal damage based on the size and heat of the fire. 
  • 
  Extinguish: This is only available if the Deviant selected Suppress as her Magnitude ••• 
  effect. The Remade can extinguish a fire. 
  At Magnitude •••••, the Remade benefits from both Magnitude •••• effects. 
  The Cephalist can shape and direct fire with his mind, but anyone holding a lit match can issue 
  commands to him that he must obey (Subliminal Conditioning; Persistent). 
  The ifrit’s skin fused to the Chimeric’s own grants her an ifrit’s command over flame, but she 
  cannot abide cold environments (Native Environment; Persistent). 
  The Mutant’s fire powers lash out when the ambient temperature falls below freezing, filling him 
  with a desire to do violence (Involuntary Stimulus; Involuntary; Composure; Deviation: 
  Indelible Mark [Murderous Urge]). 
  Shadow Selves (• to •••••) 
  Overt 
  Tiered, Toggled 
  The Deviant shatters into identical shards like images of a broken mirror, only one of them real. 
  The Remade creates a number of copies of himself (not counting the original) equal to Scar 
  Power — all of them within one yard/meter. The character’s player must decide which is the 
  original at the time the Broken activates the Variation. Copies have the Deviant’s Defense and 
  benefit from active Variations that increase maneuverability (such as Flight or Enhanced Speed). 
  However, they vanish the first time they would suffer damage, regardless of the type. Copies 
  likewise disappear if they are more than 30 yards/meters from the original, if the Remade 
  activates this Variation again, or at the end of the scene. If an attack or targeted power meant for 
  the Broken could potentially hit a copy, instead, the Storyteller determines at random which is 
  targeted. 
  At Magnitude •, the Deviant has very limited control over the copies and does not see through 
  their eyes. On each of his turns, as a reflexive action, he can direct each copy’s movement. If he 
  cannot perceive the copy, he can mentally direct it only to stay where it is, move away from him, 
  or return to him. The copies make excellent decoys, but they cannot take any actions other than 
  to move. Swinging from a rope or opening a door represents the upper limit of their ability to 
  interact with the world. Therefore, if the Remade takes any other action beyond moving, it can 
  spoil the illusion, allowing observers an Intelligence + Wits roll to identify the original. 
  At Magnitude ••, the Broken has a greater awareness of the copies’ positions and situations. 
  These are usually only vague sensory impressions, but he can, as an instant action, take direct 
  control of a copy, experiencing its senses as his own while his body behaves like a copy. If a 
  copy is destroyed while the Deviant is riding it in this way, he suffers a minor Instability. 
  At Magnitude •••, the copies have a degree of self-direction. Each copy counts as a Retainer (p. 
  XX) with a rating equal to half Scar Power (rounded up) whose areas of expertise include those 
  
  Skills in which the Remade has at least three dots. They possess any mundane weapons, armor, 
  or equipment the Broken is currently carrying. 
  Deviations 
  • 
  Prism (+1 Magnitude): The Broken may choose for his shadow selves to have an 
  appearance different from his own. This cannot result in a change in Size, but he may create 
  copies that do not share his race, sex, attire, or other qualities. These cannot convincingly mirror 
  another person, being instead a rather generic collection of physical traits. However, the Deviant 
  may choose for any of these alternate selves to be the original. 
  • 
  Superposition (+1 Magnitude): The Remade exists in a superposition with all his 
  copies. The character’s player may decide which is the original at the beginning of the Deviant’s 
  next turn instead of deciding when activating the Variation. In addition, the Broken may, as an 
  instant action, change which one is the original. Paired with Prism, the Remade’s current self 
  changes back to his original appearance when the Variation ends. 
  The Cephalist clouds the minds of onlookers, causing them to see her in places she is not, but she 
  also sees people who are not there while this Variation is active (Persistent Drawback [Glitch]; 
  Controlled; Manipulation). 
  The Coactive summons alternate versions of himself from parallel dimensions, but he isn’t the 
  one in charge when they’re around (Persistent Drawback, Alternate Persona; Controlled; Wits). 
  The Mutant is able to be in several places at once, but she has a difficult time staying in only one 
  place for too long (Power Build-Up; Involuntary; Stamina). 
  Shadows of the Past (• to •••••) 
  Subtle 
  Directed, Tiered, Toggled 
  The Deviant glimpses the past. 
  This Variation targets either a character within range or the Deviant’s current location. The 
  visions it grants can last anywhere from a single turn to several hours — depending on the 
  duration and importance of the events the Broken witnesses. During this time, the Remade is in a 
  trance and is non-responsive. 
  The Broken cannot target the same person/object with this Variation more than once per chapter, 
  although Adaptations can overcome this limitation. 
  At Magnitude •, the Deviant may choose to glimpse random moments in the target’s past. These 
  impressions are too hazy and scattered to derive a complete history from them, but they always 
  reveal something relevant to the Remade’s current goals, granting a bonus on the next relevant 
  roll equal to half Scar Power (rounded up). 
  At Magnitude ••, the Broken may choose a time or event in the target’s past — whether a fixed 
  time (“last Tuesday at 9 a.m.”) or a specified event (“his honeymoon”). She receives a vision of 
  something that took place during that time or within 24 hours before or after it. This means that 
  although she will always see something of importance to her, it might not be the event she 
  intended to watch. She might not witness the murder, but she will see how the decedent’s spouse 
  responded when he found the body, for example, or she might not see the target’s exotic 
  
  honeymoon destination, but she’ll get to hear the argument the newlyweds had the day before 
  they went to the airport. 
  At Magnitude •••, choose one: 
  • 
  Living History: Once per chapter, the Remade may project herself into an echo of a 
  target’s past. This works similarly to the Magnitude •• effect, except she may fully explore the 
  events as though she had been there — either as one of the original participants or as a vaguely 
  familiar stranger to those who were there. She can interact with these shadows of the past to 
  interview witnesses or perform surveillance on her enemies. Nothing she does in this echo has 
  any impact on the present, and so no one else will remember what happened in it when the 
  Deviant exits her trance. 
  • 
  Precision: The vision of the past the Broken receives is no more than one hour before or 
  after her target time (rather than 24 hours). 
  • 
  Shared Vision: The Remade may share her vision with several willing companions 
  within 10 yards/meters. All of them arrive at the same place in time and remain for the same 
  length of time and typically see the same things — although some may notice different details 
  than their companions. 
  At Magnitude ••••, choose two of the Magnitude ••• effects. Living History paired with Shared 
  Vision allows each companion to occupy a different participant in the vision, such that they can 
  pursue multiple lines of investigation simultaneously. 
  At Magnitude •••••, the Remade benefits from all Magnitude ••• effects. 
  The Cephalist probes the target’s memories or reads its psychometric properties. Her memory of 
  her own past before her Divergence is filled with gaps, however, and even this Variation cannot 
  lift these veils (Amnesia Scar; Controlled; Wits). 
  The Chimeric’s senses pick up important, relevant details about the target’s recent whereabouts. 
  The process of Divergence left the Remade prone to bouts of illness (Genetic Disorder; 
  Persistent). 
  The alien power within the Coactive reveals what has come before, making him better-prepared 
  to meet to trials ahead. Seeking too much knowledge in this way can leave him blind to the 
  present, though (Deterioration; Controlled; Dexterity). 
  Specialized Sense (• to •••) 
  Subtle 
  Discrete, Perpetual, Reflexive 
  The Deviant has special senses beyond those of Baselines. 
  This Variation may be purchased any number of times to represent additional senses. 
  At Magnitude •, choose one: 
  • 
  Animal: The Broken possesses sensory advantages in common with other members of 
  the animal kingdom. She might have the long-distance vision of a bird of prey, for example, or 
  the olfactory acuity of a bloodhound. When this sense affords her an advantage on a Skill roll or 
  allows her to compensate for adverse environmental factors (such as using echolocation while 
  suffering the Blinded Tilt), she enjoys a +2 Equipment bonus. The Deviant possesses a number 
  
  of such senses equal to Scar Power. Her player may choose all of these when she purchases this 
  Variation or may “reveal” a new sense up to once per chapter until she has assigned all the 
  available senses. 
  • 
  Technology: The Deviant can mimic a scientific instrument (such as a microscope, 
  telescope, or metal detector), chosen at the time of purchase. This includes instruments that 
  project energy and build images from the way the signals bounce, such as radar, sonograms, and 
  x-ray machines. When this sense affords her an advantage on a Skill roll, the Remade enjoys a 
  +3 Equipment bonus, or it can completely negate an appropriate sensory-based penalty (such as 
  using sonar to pinpoint the location of an invisible opponent). 
  • 
  Sixth Sense: The Broken can sense the proximity and pinpoint the location of one type of 
  supernatural creature (such as Deviants, faeries, or ghosts), chosen at the time of purchase. The 
  Remade’s range is limited to 10 yards/meters, and this sixth sense fails if the creature is 
  concealing its nature using a special power to do so. 
  At Magnitude ••, as the Sixth Sense Magnitude • effect, and the Broken possesses senses to 
  observe one class of ordinarily undetectable signals and forces (such as ghosts, temporal 
  anomalies, or astral projections), chosen at the time of purchase. These are fully visible to the 
  Deviant, who may analyze them as though they were ordinary phenomena. In addition to 
  providing useful context during supernatural encounters, these senses provide a +2 Equipment 
  bonus to relevant Occult rolls. 
  At Magnitude •••, as Magnitude ••, but the Broken’s supernatural senses also function as 
  specialized equipment designed for measuring and analyzing the chosen class of phenomena. 
  The Equipment bonus is instead +3, and once per chapter, the character’s player can describe 
  something in the current environment that is relevant to the class of phenomena and might 
  reasonably be there. This detail is present in the scene and immediately obvious to the Deviant. 
  The Cephalist can detect the psychic waves generated by creatures native to or projecting into 
  the Astral plane, but she cannot hear the sounds of the material world (Sensory Deprivation; 
  Persistent). 
  The Chimeric’s yellow eyes can see in low light as easily as in full daylight (Conspicuous 
  Appearance; Persistent). 
  The Mutant’s nose can distinguish creatures by the scent of their DNA sequences. However, she 
  cannot do so if the evidence is tainted by the DNA of six or more other creatures of the same 
  species (Power Failure; Controlled; Wits). 
  Storm-Caller (•• to •••••) 
  Overt 
  Tiered, Toggled 
  The Remade can create highly localized environmental phenomena. 
  The Deviant may transform the area within 10 yards/meters of him, transforming it into an 
  Extreme Environment (p. XX) and imposing one or more compatible Environmental Tilts on the 
  area. When activating this Variation, the Remade must decide whether the environment it creates 
  remains in place or whether its center “follows” him. The Broken does not enjoy any special 
  immunity to the Environmental Tilts or damage inflicted by this Variation.  
  
  At Magnitude ••, the Remade may create a level 1 Extreme Environment with a single 
  Environmental Tilt. 
  At Magnitude •••, once per chapter, the Broken may create an Extreme Environment with a level 
  and number of Environmental Tilts no greater than half Scar Power (rounded up). 
  At Magnitude ••••, choose one: 
  • 
  Control: This Variation may instead affect an area up to 30 yards/meters from the 
  Deviant. The Remade can also “spend” levels of his Extreme Environment and/or his 
  Environmental Tilts to neutralize an existing, contrary Extreme Environment or Environmental 
  Tilts (although supernaturally generated environments provoke a Clash of Wills). A Storm-Caller 
  could create cold to counter heat, for example. As an instant action, the Deviant may exchange 
  one Environmental Tilt for another. 
  • 
  Intensity: The Deviant may create a level 4 Extreme Environment with up to four 
  Environmental Tilts. The Remade may call upon this effect once per story without adverse 
  effects, but each additional catastrophic environment he creates in the same story causes a 
  medium Instability. 
  At Magnitude •••••, the Broken enjoys both Magnitude •••• effects. 
  The Cephalist sends telekinetic shockwaves into the surrounding area, simulating an earthquake, 
  but this dangerous effect manifests continually unless she wears headgear lined with gold foil, 
  and the damage it leaves behind is easy to identify (Relentless Variation [Power Failure]; 
  Persistent; Deviations: Identifier). 
  The Coactive summons rain, wind, and storms, but this requires he perform an elaborate dance 
  to call upon the local weather gods (Preparation; Controlled; Dexterity) 
  Darkness and cold cloak the Mutant wherever she goes, extinguishing lights and sources of heat 
  in his vicinity. The Broken can be compelled to do violence by hearing a ghost story or the 
  invocation of an urban legend such as Bloody Mary (Subliminal Conditioning; Persistent). 
  Superhuman [Attribute] (• to •••••) 
  Subtle 
  Discrete, Perpetual, Reflexive 
  The Remade possesses the potential to exceed the talents of even the most competent Baseline 
  human. 
  Choose one Attribute when purchasing this Variation. This Variation increases the target 
  Attribute by its Magnitude, or to a minimum rating of (Magnitude + 3) — whichever is higher. 
  This can raise the Attribute’s rating higher than five — to a maximum rating of 10. However, 
  any bonus this Variation grants never affects the calculations or effects of supernatural abilities, 
  including the activation of Variations or computations of the Remade’s Scar Power, Finesse, or 
  Resistance. Improved Resistance Attributes still apply when resisting or contesting supernatural 
  effects. 
  This Variation can be purchased multiple times, but each time it applies to a different Attribute. 
  At Magnitude •, this is a +1 bonus or a minimum rating of 4. 
  At Magnitude ••, this is a +2 bonus or a minimum rating of 5.  
  
  At Magnitude •••, this is a +3 bonus or a minimum rating of 6, and the Deviant enjoys a special 
  benefit based on the Attribute the Variation enhances: 
  • 
  Intelligence: The Remade knows things he could not possibly know and draws correct 
  conclusions even in the absence of all the facts. Once per chapter, the Deviant’s player may 
  introduce a bit of lore or trivia. She could describe the club that just opened across town, for 
  example, or describe a rare species of insect that has markings strangely similar to those on the 
  giant insect the Remade is investigating. This piece of information becomes a fact that the 
  character can immediately share to grant the Informed Condition to her allies regarding the topic. 
  • 
  Wits: The Deviant has a preternatural ability to pick up on relevant details in his 
  environment. Once per scene, the character’s player can describe something in the environment 
  that might reasonably be there — a fire escape leading to the roof of the building, for example, or 
  the butt of an unusual brand of cigarette enjoyed by the subject of the Remade’s investigation. 
  This detail is present in the scene and immediately obvious to the Deviant. In addition, once per 
  chapter, when the Remade uncovers a Clue, it has one additional element (see p. XX). 
  • 
  Resolve: If a supernatural effect would control the Deviant’s emotions, mind, or actions 
  (or one that is resisted or contested by her Resolve or Composure), it automatically provokes a 
  Clash of Wills with this Variation. If the Remade wins this contest, the source of the effect 
  cannot target her with it again during the current scene. If she loses, she may spend a point of 
  Willpower to force a new Clash or Wills on a later turn. 
  • 
  Strength: The Deviant is capable of impossible feats of strength. The Remade can dead 
  lift, shove, or slowly pull objects whose Size does not exceed five times Scar Power. In addition, 
  his Brawl and Weaponry attacks gain the armor piercing quality equal to the half Scar Power 
  (rounded up) and ignore Durability equal to the half Scar Power (rounding up), allowing him to 
  splinter a door with a single kick or ram a knife through armored plates. 
  • 
  Dexterity: The Remade possesses perfect balance and incredible grace. Whenever an 
  outside force would push, pull, or drag the Deviant off a precipice, he catches himself before the 
  fall occurs and can pull himself safely back onto the ledge as an instant action. If the Remade 
  would fall due to a slippery horizontal surface — such as in an area affected by the Ice 
  Environmental Tilt (see p. XX), he may choose either not to fall or to fall but to rise to his feet at 
  the beginning of his next turn as a reflexive action. Finally, when making an autofire attack 
  against multiple targets, the Remade may opt not to benefit from the usual bonus to the attack 
  roll, in which case he also does not suffer a penalty to the attack roll if he attacks multiple targets 
  in a single action. 
  • 
  Stamina: If a supernatural effect would degrade, transform, or disable the Deviant’s 
  body, it provokes a Clash of Wills with this Variation. If the Remade wins this contest, the 
  source of the effect cannot target her with it again during the current scene. This affords no 
  protection from supernatural powers that merely inflict damage. If she loses, she may choose to 
  suffer a point of bashing damage to force a new Clash or Wills on a later turn, but she cannot 
  suffer more than one point of bashing damage per turn in this way. 
  • 
  Presence: The Remade is a veritable people magnet. Once per chapter, the character’s 
  player can describe someone (or a small group) who is reasonably likely to be there — from a 
  group or revelers in a college town on a Saturday night or a state trooper pulling over a speeder 
  
  on the side of the highway, to an old enemy mentioned in the Deviant’s backstory or someone 
  linked to one of his Social Merits. This person is present or arrives almost immediately. 
  • 
  Manipulation: The Remade has a remarkable ability to convince strangers to do small 
  favors for him. Once per chapter, the Broken’s player may designate one stranger or small group 
  of strangers as a connection to temporary dots of Allies, Contacts, Resources, or Retainer equal 
  to half Scar Power (rounded up). This person must be a Baseline who is not currently hostile to 
  the character. The Remade can, with a few minutes of flattery, begging, or con artistry, convince 
  the target to perform one minor favor for him that is consistent with who they are and the Merit 
  they represent. The Deviant could get a cop to let him off with a warning for a minor offense, for 
  example, or he could invent a believable premise to convince a passerby to deliver an envelope 
  to the woman waiting for a bus on the other side of the street. The Merit granted by this 
  Variation isn’t cumulative with any existing Social Merits, and its effects only last until the end 
  of the scene, but it lacks the Overt keyword. This Variation does not cause a person with the 
  desired connections to appear on the scene. The Deviant must work with the people she finds 
  nearby. 
  • 
  Composure: The Deviant remains cool under pressure, even in the face of failure. Each 
  time the Remade spends a point of Willpower to add dice to an action or to increase a Resistance 
  Attribute, he regains the spent Willpower if the extra effort does not pay off. For a roll enhanced 
  by Willpower, this means he achieves no successes. For a Resistance Attribute, this means that 
  the phenomenon the Remade attempted to resist still overcomes his Resistance. 
  At Magnitude ••••, as Magnitude •••, and the bonus is +4 with a minimum rating of 7. 
  At Magnitude •••••, as Magnitude •••, and the bonus is +5 with a minimum rating of 8. 
  The Cephalist possesses an impossible intelligence, but it has caused his muscles to atrophy 
  (Suppression; Persistent). 
  The Chimeric is an exceptional physical specimen, capable of feats impossible for Baselines, but 
  she can be forced into submission by threatening her with a common housecat (Phobia; 
  Persistent).  
  The Mutant’s Divergence involved the excision some of her base animal instincts, leaving her 
  calm, if cold, even under intense pressure (Frozen Heart; Persistent). 
  Narrative Control 
  Supernatural Attributes often grant the Remade’s player the ability to introduce a 
  narrative element to the scene. The Storyteller can always veto these details if they 
  are inappropriate or contradict what she knows about the scene. If he does so, treat 
  it as if the character did not use it at all and can therefore attempt to introduce a 
  different detail. 
  Telekinesis (• to •••••) 
  Overt 
  Directed, Tiered, Toggled 
  The Deviant can exert raw telekinetic force to lift, throw, or strike without the need for physical 
  action. 
  
  The Broken can affect targets in range with a Size no greater than the Variation’s Magnitude 
  times Scar Power. Targeting an unattended object succeeds automatically. Attempting to grab a 
  living target works like initiating a grapple (p. XX), using a Scar Finesse roll instead of Strength 
  + Brawl, and so must contend with Defense, not a Resistance Attribute. 
  At Magnitude •, the Deviant arrests the target’s motion until she releases it as a reflexive action, 
  until it is torn free (or escapes the grapple), or until the scene ends. The telekinetic grapple is 
  only capable of the hold, restrain, and drop prone maneuvers, although it is immune to all 
  maneuvers other than break free (p. XX). 
  At Magnitude ••, the Deviant can push, drag, lift, or operate the target at a Speed no greater than 
  Magnitude times Scar Power. When calling upon the Magnitude • effect, the Remade’s 
  telekinetic grapple is also capable of the control weapon, damage, and disarm maneuvers (p. 
  XX). She can instead manipulate an object as though her telekinesis were extensions of her 
  hands, using Scar Power as its Strength and Scar Finesse as its Dexterity. 
  At Magnitude •••, choose one: 
  • 
  Throw: The Deviant can throw the target with enough force to damage it and/or anyone 
  unfortunate enough to be in its path. If throwing an object at an opponent in range, this is a Scar 
  Finesse roll, penalized by one-fifth the object’s Size (rounded up) and resisted by the target’s 
  Defense. If successful, it inflicts lethal damage equal to half the object’s Size (rounded up). If 
  throwing an opponent, it requires a successful Scar Finesse roll and is treated as a fall from a 
  height no greater than Magnitude times Scar Power in yards/meters, and this can be mitigated 
  normally. 
  • 
  Deflect: As a reflexive action, the Remade may turn aside attacks — be they fists, knives, 
  or bullets. Whenever the Remade (or another character within range) is targeted by an attack 
  with some physical component (not purely supernatural assaults, Environmental Tilts, or 
  explosions), she may call upon this effect before the attack roll. Her successes on a Scar Finesse 
  roll subtract from the attacker’s successes on the attack. Each use of this effect imposes a -1 
  penalty on the Scar Finesse rolls of later deflection attempts during the same turn. 
  At Magnitude ••••, choose one: 
  • 
  Versatility: The Deviant is capable of both Magnitude ••• effects. 
  • 
  Crush/Dismember: This is only available if the Remade chose Throw as her Magnitude 
  ••• effect. The Deviant is capable of crushing or tearing apart objects in his telekinetic grip. This 
  deals Scar Power + Acclimation Structure damage to inanimate objects (reduced by Durability). 
  Against living victims, the Remade’s telekinetic grapple deals lethal damage instead of bashing 
  damage with its damage maneuvers. 
  • 
  Force Field: This is only available if the Deviant chose Deflect as her Magnitude ••• 
  effect. The Remade may erect a transparent barrier of pure telekinetic force — either an 
  immobile, 10-foot-by-10-foot wall (3-meter-by-3-meter), or a protective sphere around herself or 
  a target in range (which moves with the target). The force field provides cover as though it were 
  a non-transparent object with Durability equal to half Scar Power (rounded up). Armor piercing 
  bullets enjoy their usual effect against it, and it blocks the passage of objects in both directions 
  (and so can potentially inconvenience the Deviant, as well). It does not have Structure, however, 
  and so conventional means of destroying it usually fail. 
  
  At Magnitude •••••, the Remade is capable of all the Magnitude ••• and •••• options. 
  The Cephalist can hurl large, heavy objects with her mind, but the exertion causes severe 
  nosebleeds and terrible headaches (Perilous Variation; Controlled; Dexterity). 
  The Coactive Symbiote plays host to a violent poltergeist who refuses to be bottled up for long 
  before demanding violence of him (Power Build-Up; Involuntary; Resolve; Deviations: Short 
  Circuit [Murderous Urge]). 
  The Invasive has an experimental implant that manipulates gravity in a small area, but its effects 
  are unpredictable (Fluctuating Variation; Controlled; Wits). 
  Translocation (• to •••••) 
  Overt 
  Tiered, Toggled 
  The Deviant can travel between two points without passing through the intervening space in the 
  material world. 
  While this Variation is active, the Deviant may teleport once on each of her turns as a reflexive 
  action. Although this is not a Directed Variation, each translocation requires a successful Scar 
  Finesse roll that suffers penalties for medium/long range and concealment. A dramatic failure on 
  this roll either results in a medium Instability (instead of the usual minor Instability), as the 
  Remade finds an object in her way and must abort the translocation attempt, or it means the 
  Broken arrives at an unintended destination within range, chosen by the Storyteller. 
  At Magnitude •, the range of teleportation is 10/20/40 yards/meters and cannot penetrate non-
  transparent cover (p. XX). 
  At Magnitude ••, choose one: 
  • 
  Blind: The Remade can move to a destination blocked off by non-transparent cover, 
  albeit at a -4 penalty to the Scar Finesse roll. She may either call upon her memories of the 
  destination (if she has been there before) or stipulate a direction and distance. 
  • 
  Far-Reaching: The range is instead 30/60/120 yards/meters. 
  At Magnitude •••, the Deviant enjoys the benefits of both Magnitude •• effects. 
  Deviations 
  • 
  Conjuration (+1 Magnitude): As a Directed effect, the Remade can instead teleport a 
  creature or object within range (including one behind non-transparent cover, if the Remade is 
  capable of Blind translocation) to a destination within range. This cannot affect objects with a 
  Size greater than Magnitude + Scar Power and cannot place a target in immediate danger. 
  Translocating an enemy into a cage or ambush is possible, but placing a target over a pit of 
  molten steel or intersecting with another object is not. 
  • 
  Defensive (+1 Magnitude): The Remade can activate this Variation and translocate as a 
  reflexive action even when it is not her turn, such as to avoid an attack or explosion after it is 
  announced, but before its damage is determined. Each reflexive translocation attempt after the 
  first in the same turn imposes a -1 penalty on the Scar Finesse roll to target a destination. 
  
  The Cephalist briefly atomizes his body and causes it to reform somewhere else, but the process 
  of reconstituting his brain is imperfect, resulting in temporary disorientation (Persistent 
  Drawback [Glitch]; Controlled; Wits). 
  The Coactive steps out of the material world and steps into it again a short time later, but this 
  fails if an object made of at least 14-carat gold and weighing at least one ounce is within 10 
  yards/meters of either her point of origin or her destination (Power Failure; Persistent). 
  Whenever the Invasive suffers at least one point of lethal damage, she disappears through a 
  pinhole wormhole as a reflexive action (Involuntary Stimulus; Involuntary; Stamina). 
  Cephalist Variations 
  Although Psychics have the potential to manifest any ability they can imagine, including those 
  that influence tangible objects in the material world, Cephalist Variations are extensions of the 
  Deviant’s mind or grant power over the thoughts, memories, and emotions of others. 
  Astral Travel (• to •••••) 
  Subtle 
  Tiered, Toggled 
  The Remade projects his awareness beyond his body — entering dreams or sending forth his 
  senses. 
  At Magnitude •, the Remade may seek answers in his dreams that eluded him while he was 
  awake. Once per chapter, the Remade may attempt to uncover a Clue while he sleeps or 
  meditates for four hours. This is a Scar Finesse roll. 
  At Magnitude ••, the Deviant’s body may enter a comatose state, and his astral self steps out of 
  it. This projection is invisible and insubstantial to all but a handful of supernatural creatures, and 
  it can pass through solid objects as though they were no more than smoke. The Deviant may only 
  travel under his own power when in this state. He cannot drive a car or hop on a subway train, 
  for example. 
  This normally lasts until the end of the scene or until the Remade’s awareness steps back into his 
  body. In an emergency (or if a supernatural being destroys the projection), however, the Deviant 
  may return to his body as a reflexive action, although the resultant psychic shock causes one 
  minor Instability. The Remade’s body suffers deprivation normally in the absence of his astral 
  self, and if it dies, his consciousness vanishes at once. 
  At Magnitude •••, by merging his astral form with the body of a sleeping victim, the Broken may 
  spy upon her dreams. This provides a bonus equal to half Scar Power (rounded up) to the next 
  social maneuver or research action the Deviant takes against the victim, and it can often reveal 
  other useful information, at the Storyteller’s discretion. 
  At Magnitude ••••, choose one: 
  • 
  Dream Walker: The Deviant may bring his body with him on astral journeys, 
  transforming it into invisible, insubstantial ephemera. Traveling in the flesh in this way carries its 
  own risks, including astral predators, and destruction of the physical body while it sojourns 
  results in death. Returning to material existence requires an instant action. 
  
  • 
  Dream Gates: The Remade’s astral form can jump from one dreamer to another. The 
  new target must be someone with whom the current dreamer has a strong, existing relationship 
  (not necessarily a friendly one), and that person must also be asleep. Once he completes this 
  leap, the Broken’s astral self may step out of the new dreamer’s body to continue exploring her 
  surroundings astrally. 
  At Magnitude •••••, the Deviant enjoys the benefits of both Magnitude •••• effects. 
  The Cephalist projects his consciousness outward, leaving his body behind — a uniquely 
  liberating sensation (Addictive Variation; Persistent). 
  With an act of will, the Chimeric sends forth her animal mind to explore her environs and enter 
  the primal dreams of nearby animals (Tribulation; Controlled; Wits). 
  Whenever the Coactive rides the primordial currents of the Other Place, her blood loses its 
  coagulating properties (Persistent Drawback [Hemophilia]; Controlled; Dexterity). 
  Body Snatcher (• to •••••) 
  Subtle 
  Directed, Tiered, Toggled 
  The Deviant can insert his consciousness into the body of another person. 
  At Magnitude •, the Remade chooses a target within range. The Broken rides the senses of his 
  victim, leaving his body comatose until the scene ends or until he ends this Variation as an 
  instant action. If the victim dies, the Variation ends immediately, and the Deviant suffers a minor 
  Instability. 
  At Magnitude ••, the Remade can read the surface thoughts of the target he is riding. Further, he 
  may leap from one body to another, as long as the new target is one within range of his current 
  victim. 
  At Magnitude •••, the Deviant may control the actions of his ridden victim for a turn, but if this 
  command causes her to suffer lethal damage or a breaking point, the victim is immune to this 
  effect until the end of the scene. 
  At Magnitude ••••, choose one: 
  • 
  Body Swap: The Deviant may swap bodies with his victim until the end of the scene, 
  until he transfers his consciousness to a new target, or until he chooses to return to his own body 
  (as an instant action). Mental and Social Attributes and Scars, as well as all Skills, follow the 
  transferred consciousness. Physical Attributes and Scars stay with the body. 
  • 
  Puppet Possession: The Broken may seize full control over the victim’s body, leaving 
  her fully aware of the actions she takes while under its effects. If the victim suffers lethal damage 
  or a breaking point while possessed in this way, this effect ends, and the victim is immune to it 
  until the end of the scene. Otherwise, it lasts until the end of the scene, until the Deviant transfers 
  his senses to a new victim, or until he chooses to withdraw his influence as an instant action. 
  At Magnitude •••••, the Remade develops a perfected version of his Magnitude •••• effect: 
  • 
  Body Swap: The Deviant may spend a point of Willpower to maintain the body swap 
  until the beginning of the next chapter, potentially maintaining it from chapter to chapter in this 
  way. Any Physical Scars gradually spread to the possessed body at the rate of (6 - Acclimation) 
  
  Magnitude per chapter. Once the possession ends, the victim’s Physical Scars fade at the same 
  rate. The Remade may instead choose to make the body swap permanent, leaving his victim’s 
  awareness stranded in his old body while he lives out his life in the new one. The Broken may 
  complete a permanent transfer of consciousness once per story without personal consequences, 
  but each additional such transfer inflicts one medium Instability. 
  • 
  Puppet Possession: The Remade may choose to suppress the victim’s consciousness 
  during the possession. A victim whose consciousness is suppressed will not escape control due to 
  damage or other trauma and will not remember what she did while possessed. Further, the 
  Deviant does not suffer a minor Instability if the host body dies.  
  The Cephalist perceives all minds as one mind and can easily superimpose hers over a target’s. 
  However, she is utterly dependent on a special serum for which only her Progenitor knows the 
  formula (Dependency, Persistent). 
  A portion of the Chimeric’s brain has been replaced by that of a telepathic subspecies of 
  dolphin, allowing him to ride the senses of others,, but her body quickly atrophies while she 
  spends time away from it (Deterioration; Controlled; Dexterity). 
  The Invasive surreptitiously plants a microscopic listening device on the target, which painlessly 
  burrows into his skin, passes into his bloodstream, and takes up residence in the motor control 
  centers of his brain, ready to seize control of his actions for as long as its battery holds a charge. 
  However, the Deviant must physically touch the target and so cannot use it at longer range 
  (Power Failure; Controlled; Dexterity). 
  Creeping Dread (• to •••••) 
  Subtle 
  Directed, Tiered, Toggled 
  The Deviant inserts a growing terror in the mind of her victims. 
  At Magnitude •, a target within range suffers a penalty equal to Scar Power on breaking point 
  rolls until the end of the scene, and attempts to intimidate or frighten him enjoy a bonus equal to 
  half Scar Power (rounded up). 
  At Magnitude ••, the Deviant selects an object of the victim’s fear in the current scene, which 
  they must be able to perceive. This can be the Remade herself, but it may also be another person, 
  a place, or a discrete inanimate object. Victims cannot approach this frightening object except by 
  succeeding on a Resolve + Composure roll. If a victim confronts his fear (willingly or not), he 
  suffers a -2 penalty to all actions. This fear lasts until the end of the scene. 
  At Magnitude •••, as Magnitude ••, but whenever the victim comes into contact with the source 
  of fear, he suffers the Frightened Condition (p. XX). In action scenes, if he can’t escape the 
  source, he suffers the Insensate Tilt (p. XX). 
  At Magnitude ••••, when credibly threatened with the source of fear, the victim suffers the 
  Beaten Down Tilt (p. XX). 
   Deviations 
  • 
  Aura (+1 Magnitude): The Variation inspires fear in all viable targets within range. Roll 
  to target each one individually. 
  
  The Cephalist broadcasts dread telepathically but cannot predict the intensity of emotion it will 
  inspire (Fluctuating Variation; Controlled; Wits). 
  The Invasive exudes a chemical mist through mechanical glands, which stimulates the 
  production of fear hormones, but the residue of this chemical persists after she no longer calls 
  upon it, causing everyone nearby to distrust her (Lying Eyes; Persistent). 
  The Mutant’s horrifying appearance inspires terror in everyone he meets (Conspicuous 
  Appearance; Persistent). 
  Memory Thief (• to •••••) 
  Subtle 
  Directed, Tiered, Toggled 
  The Remade can pluck memories from the minds of others, assimilating them as though they 
  were his own, and leaving a blank spot in their place. 
  This Variation targets a character in range. The transformed gains the memory, while the victim 
  loses it. However, human memory is elastic, and if the victim learns the details of the events or 
  goals she has forgotten, she regains the memory. Mnemonic aids include audio and video 
  recordings, written transcripts (including diaries), or even the retelling of events to the victim by 
  other witnesses. The Deviant cannot affect any single target with this Variation more than once 
  per chapter, although Adaptations can overcome this limit. 
  At Magnitude •, the Deviant may the victim’s memory of an oft-repeated action or event — one 
  day of her commute, for example, or a routine coupling with her long-term partner. The 
  Remade’s player may suggest the general nature of the stolen memory, but the Storyteller 
  determines the details. Even randomly selected memories should have some bearing on the 
  Broken’s interests, revealing key details of the victim’s personality (such as an Aspiration, 
  Virtue, or Vice) or putting useful secrets into his hands. 
  At Magnitude ••, The Deviant may steal a recent memory no more than a scene in length. This 
  allows the Remade to absorb a witness’ impressions of an event while simultaneously erasing her 
  memory of it. The Broken may stipulate the memory he targets with greater specificity — citing 
  a specific time and/or place, or describing an event he believes the target may recollect. 
  At Magnitude •••, choose one: 
  • 
  Forgotten Goal: The victim forgets the details of a single short-term Aspiration and 
  everything she has done so far to achieve it. This can include goals she has already resolved, 
  whether recently or long ago, either one chosen at random by the Storyteller, or one chosen by 
  the Deviant’s player. The Remade’s player may choose to immediately replace his character’s 
  current Aspiration with the victim’s. 
  • 
  Forgotten Milestone: The victim forgets a significant memory — either one of serious 
  emotional weight or one that involved a lot of preparation, although not both. This could include 
  a friend’s wedding, but not his own, for example, or a tough break-up, but not a divorce hearing. 
  The victim forgets the event at the center of the memory, but not his anticipation of it nor his 
  planning and preparations for it. The Broken may specify the time, place, and/or emotional tenor 
  of the memory he wishes to steal. 
  At Magnitude ••••, choose one: 
  
  • 
  Fickle Memory: The Deviant enjoys the benefits of both Magnitude ••• effects. 
  • 
  Stolen Triumph: The transformed must have selected Forgotten Goal as his Magnitude 
  ••• effect. The Remade may steal a long-term Aspiration and all memories formed in the pursuit 
  of fulfilling that goal. A detective who has pursued a criminal for months forgets the case 
  entirely, for example. The Remade cannot acquire this stolen Aspiration, but he familiarizes 
  himself with it. This can also target memories of past accomplishments, either one the Broken 
  knows about or one chosen by the Storyteller. 
  • 
  Formative Memory: The transformed must have selected Forgotten Milestone as his 
  Magnitude ••• effect. The victim forgets a formative memory, such as a world-shattering trauma 
  or a momentous event like the birth of a child, the death of a parent, or her wedding day. The 
  Remade may target memories specifically (if he is aware of them), or based on their timing or 
  emotional tenor, or he may let the Storyteller decide what he takes from his victim. If he steals a 
  happy or affirming memory, the Deviant regains a point of Willpower. If he steals a traumatic or 
  painful memory, the victim regains a point of Willpower. Truly mind-altering memories might 
  impose a Condition or Tilt on the Remade, such as Broken or Insane, or inflict a minor 
  Instability. 
  At Magnitude •••••, the Remade enjoys the benefits of all three Magnitude •••• effects. 
  The Cephalist Amalgam has no memory of the time before her Divergence, only the memories of 
  those she has stolen since (Amnesia; Persistent). 
  Whenever the Invasive hears someone recount a memory of an event, he can identify the exact 
  parts of the brain where that memory is stored and project a sonic pulse that precisely destroys 
  those memories (Power Failure; Controlled; Manipulation). 
  The Mutant lets out a terrifying, sucking shriek as he inhales the memory of a nearby victim, but 
  he is incapable of exhaling while speaking, instead speaking as he inhales (Silence; Persistent; 
  Deviation: Disfiguring Scar). 
  Telepathy (• to •••••) 
  Subtle 
  Directed, Tiered, Toggled 
  The Broken can hear the thoughts of those around her. 
  At Magnitude •, choose one: 
  • 
  Attune: Once per chapter, the Deviant can read the surface thoughts of a target in range. 
  She hears these as though the target were speaking his internal monologue aloud, and regardless 
  of any ambient noise. In addition to any information volunteered by the Storyteller, her player 
  may ask a number of the following questions each chapter equal to Scar Power (or others, as 
  permitted by the Storyteller): 
  [QUESTION TABLE LIKE THE ONE IN CHRONICLES OF DARKNESS P. 60] 
  • 
  What does your character want right now? 
  • 
  What does your character fear most right now? 
  • 
  What is your character hiding? 
  
  • 
  What does your character want mine to do? 
  • 
  What does your character know about [relevant topic at hand]? 
  • 
  What turns your character on right now? 
  • 
  What’s something shameful or embarrassing about your character? 
  [END QUESTION TABLE] 
  • 
  Project: The Remade can broadcast her thoughts into the mind of a target in range. An 
  unwilling target may end this effect and block further contact until the end of the scene by 
  spending a point of Willpower. 
  At Magnitude ••, the Broken enjoys the benefits of both Magnitude • effects. In addition, when 
  using the Project effect, the recipient may respond telepathically as easily as speaking aloud. 
  This connection lasts until the end of the scene or until the Deviant chooses to break contact. If 
  telepathically connected to multiple targets, the Remade may choose either to act as a central 
  switchboard (each target can only communicate with her) or to allow all targets to communicate 
  with each other. 
  At Magnitude •••, choose one: 
  • 
  Network: As a single Directed effect, the Deviant may establish telepathic connections 
  with a number of targets equal to Scar Power. Further, she may maintain a total number of 
  telepathic links equal to Scar Power times Variation Magnitude. 
  • 
  Recontact: The Broken can use the Magnitude • Project effect to establish a telepathic 
  connection with anyone she has previously had a telepathic connection with, even if they are 
  hundreds of miles away, although the Scar Finesse roll suffers a -3 penalty if the distance 
  exceeds the long range of her telepathy. The target is immediately aware that the Deviant is 
  attempting to contact him, and if he refuses this connection, it automatically fails. 
  At Magnitude ••••, choose one: 
  • 
  Balance: The Remade enjoys the benefits of both Magnitude ••• effects. 
  • 
  Hivemind: This is only available if the Deviant chose Network as her Magnitude ••• 
  effect. Networked characters can borrow each other’s knowledge. The recipient’s rating in a 
  Skill becomes that of the donor, both of whom must consent to this transfer of information. Each 
  character may only donate and receive a transferred Skill once per chapter, and Adaptations 
  cannot overcome this limitation. 
  • 
  Forceful: This is only available if the Broken chose Recontact as her Magnitude ••• 
  effect. As long as the Remade succeeds on the Scar Finesse roll against the target, the victim 
  cannot refuse or terminate the connection until the end of the scene. 
  At Magnitude •••••, the Broken enjoys all three Magnitude •••• effects. 
  The Cephalist blurs the barrier between his mind and that of another person, but she never 
  really knows peace except when she is drunk on an active telepathic connection (Addictive 
  Variation; Controlled; Resolve). 
  The Coactive can perceive the electrical impulses in the human brain, which he can interpret as 
  spoken language or manipulate to simulate hearing his voice in return. 
  
  An alien chemical that coats the Mutant’s skin sets up a connection between anyone on whose 
  skin it has been smeared, but simply washing off this substance ends the effect (Involuntary 
  Stimulus; Involuntary; Composure; Deviation: Short Circuit [Power Failure]). 
  Chimeric Variations 
  Their tendency to emulate the adaptations of animals in the wild does not limit the Chimerics’ 
  diverse capabilities; after all, many human technological advancements are no more than an 
  attempt to mimic designs Nature worked out eons ago. Chimeric Variations often facilitate their 
  mastery of two different natures, whether this duality manifests physically, mentally, or socially.  
  Animal Transformation (•• to •••••) 
  Overt 
  Discrete, Toggled 
  The Deviant transforms into an animal. 
  This Variation allows the Deviant to take the shape of a single animal chosen at the time of 
  purchase. In animal form, she takes on the animal’s Physical Attributes, as well as its Size, 
  Speed, and Health. She can move, sense, and attack in any way that the animal can. She may be 
  unable to use some Merits or take certain actions, at the Storyteller’s discretion. 
  This Variation may be purchased any number of times, and each time it allows the Remade to 
  transform into a different animal. 
  At Magnitude ••, the Deviant can transform into a small (up to Size 2) animal — such as a cat, 
  sparrow, spider, frog, or mouse. 
  At Magnitude •••, choose one: 
  • 
  Medium: the Remade’s form can be a mid-sized (Size 3-5) animal — such as a wolf, 
  owl, rattlesnake, or mountain lion. 
  • 
  Swarm: The Broken’s form is a swarm of Size 1 or 0 animals a number of yards/meters 
  across equal to the Variation’s Magnitude plus Scar Power. Swarms are difficult to harm. After 
  rolling attacks against the swarm as normal, factoring in armor and other modifiers, the swarm 
  takes one point of damage of the appropriate type, two points with an exceptional success on the 
  attack. Fire, explosions, chemical sprays, and other area effects cause normal damage. Anyone 
  caught within the swarm, whether friend or foe, suffers from panic and limited visibility and 
  hearing, which imposes a -2 penalty to all actions. 
  At Magnitude ••••, choose one:  
  • 
  Large: The Deviant becomes a larger animal (Size 6-9) — such as a horse, alligator, 
  bear, tiger, or gorilla. 
  • 
  Biting Swarm: As the Magnitude ••• Swarm effect, but those in the area also suffer 
  bashing damage each turn equal to half Scar Power. Armor provides protection from this damage 
  but at half its normal rating (rounded up). 
  At Magnitude •••••, choose one: 
  • 
  Huge: The Broken becomes a gigantic animal (Size 10-15) — such as moose, great white 
  shark, small whale, or elephant. 
  
  • 
  Lethal Swarm: As the Magnitude •••• Biting Swarm effect, but the damage is instead 
  lethal. 
  Deviations 
  • 
  Shapeshifter (+1 Magnitude): The Variation becomes Tiered, instead, allowing the 
  Remade to take the form of any appropriate animal (or swarm). However, the Broken can only 
  activate the Variation once per chapter. 
  The Chimeric can take the form of a bear, but sometimes his bear-mind seizes control of him 
  (Alternate Persona; Persistent) 
  The Coactive Symbiote is infused by the spirit of a snowy owl, whose form she can take at will, 
  but she suffers frequent hallucinations as a side-effect of the Divergence (Glitch; Persistent). 
  The Mutant turns into a swarm of cockroaches each night and cannot do so by day (Involuntary 
  Stimulus; Stamina; Deviations: Uncontrollable Variation). 
  Hybrid Form (•• to •••••) 
  Overt 
  Discrete, Toggled 
  The Deviant transforms into a half-human, half-something-else monster that walks upright like a 
  person but possesses some of the abilities of its inhuman half. 
  This Variation allows the Remade to take a single hybrid form chosen at the time of purchase. 
  This Variation may be purchased any number of times, and each time it allows the Deviant to 
  transform into a different hybrid form, but only one can be active at a time. 
  The hybrid form possesses a number of Scar-free Variations based on Magnitude, chosen at the 
  time of purchase. The Magnitude of Variations this grants can be lower than the maximums, but 
  the number of Variations based on the highest-Magnitude, Scar-free Variation cannot be. All 
  these capabilities must fit the profile of the inhuman form the Deviant assumes. 
  When Hybrid Form activates, so do all its nested Variations, although Directed Variations still 
  require an action to target. 
  At Magnitude ••, this is two Magnitude • Variations. 
  At Magnitude •••, this is two Magnitude •• Variations or three Magnitude • Variations. 
  At Magnitude ••••, this is two Magnitude ••• Variations, three Magnitude •• Variations, or four 
  Magnitude • Variations. 
  At Magnitude •••••, this is two Magnitude •••• Variations, three Magnitude ••• Variations, four 
  Magnitude •• Variations, or five Magnitude • Variations. 
  The Cephalist unfurls all her considerable psychic talents at once, hovering above the ground 
  while manifesting telekinetic and telepathic powers. However, she cannot fully contain this 
  power and must unveil it more frequently than is safe (Power Build-Up; Involuntary; Resolve). 
  The Chimeric transforms into a dangerous wolfman, but he can be mortally wounded by silver 
  (Bane; Persistent). 
  
  The Coactive becomes a portrait of angelic glory, but this transformation lasts only a few 
  seconds, after which she must say a prayer before invoking its power again (Depletion; 
  Controlled; Manipulation). 
  Mimicry (• to •••••) 
  Subtle 
  Tiered, Toggled 
  The Deviant can partially and temporarily hide her nature. 
  When the Deviant activates this Variation, her player may choose any number of Scars of a 
  current Magnitude (i.e. after increases or decreases due to Adaptations or Instability) equal or 
  lower to the Magnitude of Mimicry. This Variation suppresses these Scars and any of their 
  entangled Variations until the end of the scene. While Mimicry lasts, the Deviant does not suffer 
  any of the effects of the suppressed Scars and loses the benefits of the suppressed Variations. 
  Remade with this Variation often undergo a terrifying metamorphosis when its effects end. 
  This Variation cannot suppress the Scar that is entangled with Mimicry. However, the Untamed 
  Adaptation (p. XX) can diminish or suppress even this Scar, at least temporarily. If a suppressed 
  Scar’s Magnitude becomes higher than that of this Variation (typically due to Instability), it 
  immediately manifests, although this also makes its entangled Variations accessible. 
  The Cephalist can temporarily isolate those parts of her mind affected by her Divergence, but 
  this leaves her with no memory of what she did during her mental sequester (Tabula Rasa; 
  Controlled, Wits). 
  The Chimeric possesses an exceptional ability to blend in among Baselines, erasing signs of her 
  Scars. However, on a subconscious level, they sense something “off” about her (Lying Eyes; 
  Persistent). 
  As other Invasives redirect power away from their Variations to rebuild damaged tissue, he 
  accepts substantial tissue damage to temporarily neutralize problematic Scars (Perilous 
  Variation; Controlled; Dexterity). 
  Hybrid Form vs. Mimicry 
  Although both these Variations reflect a transformation from one form to another, 
  each has a different flavor. 
  Use Hybrid Form to portray a rapid unveiling of several capabilities. This is useful 
  for activating multiple Toggled Variations that are best brought into play quickly, 
  such as Lash and Supernatural Strength for combat or Enhanced Speed and Flight 
  for escaping enemies. 
  Use Mimicry to conceal the Deviant’s nature, allowing him to blend in among 
  Baselines. This is useful for hiding several “unsightly” Scars so that they only cause 
  problems when this Variation fails or when he must deactivate it to make use of 
  their entangled Variations. 
  Pheromones (• to •••••) 
  Subtle 
  
  Directed, Tiered 
  The Remade causes other animals (including humans) to treat her as one of their own kind. 
  This Variation targets an animal within range, including humans and Manticores. 
  At Magnitude •, the animal responds to the Deviant the way it would to a member of its family 
  unit. Against human targets, her impression level increases by one when using the social 
  maneuvering system (see p. XX). Most impressions are good, and even sworn enemies find it 
  impossible to ignore her entreaties entirely (impression level is poor instead of hostile). The 
  Remade also achieves an exceptional success on three successes instead of five on Social actions 
  targeting the victim. 
  At Magnitude ••, choose one: 
  • 
  Communication: The Remade can understand and be understood by the target. Although 
  she does not exercise any direct control, she may attempt to bargain with these creatures for 
  information or favors, as well as ignoring language barriers between humans. 
  • 
  Status: The target treats the Remade with respect — or even deference — as though she 
  had dots equal to half Scar Power (rounded up) in the Status Merit associated with the in-group 
  the victim most admires or wishes to earn the respect of. This can be a great advantage, but it can 
  also inspire victims to beg favors of the Deviant that she cannot grant. It can also be problematic 
  when wielded against supernatural beings who have their own societies, since they will naturally 
  assume the Remade is capable of belonging to that organization (and so is clearly a wizard, 
  werewolf, or other creature like themselves, if one in disguise). 
  At Magnitude •••, the Broken enjoys the benefits of both Magnitude •• effects. 
  At Magnitude ••••, the Remade may direct the actions of the target in a general way, one he 
  could convey in a short sentence or two. Most non-sapient animals will obey this command 
  without hesitation, even if it is clearly suicidal. Sapient animals (and some especially intelligent, 
  but non-sapient, ones) will ignore suicidal compulsions, and those who suffer lethal damage or a 
  breaking point while under its effects may make a Scar Resistance + Supernatural Tolerance roll 
  to escape control until the Deviant reestablishes it. 
  Deviations 
  • 
  Aura (+1 Magnitude): The Variation affects all viable targets of the same species within 
  range. For sapient animals, roll to target each one individually. Non-sapient animals usually fall 
  under its effects automatically when the Variation is active. 
  The Cephalist broadcasts a psychic signal that fosters feelings of camaraderie toward him, but 
  being the center of attention in this way is addictive (Addictive; Controlled, Wits). 
  The Chimeric emits a scent that grants her undue influence over the creatures around her unless 
  there is a strong odor present (Power Failure; Persistent). 
  The Mutant exudes a pheromonal odor, but she reeks of strong and distinctive perfume that 
  lingers for hours after she leaves (Conspicuous Appearance; Persistent; Deviation: Identifier). 
  Predator’s Cunning (• to ••••) 
  Subtle 
  Perpetual, Reflexive, Tiered 
  
  The Deviant possesses an uncanny situational awareness. She always manages to stand with 
  some object between herself and the enemy sniper. Guards searching for her always seem to 
  arrive moments after she turns a corner and ducks out of sight. And her gun clears the holster a 
  split second before the ambush. 
  At Magnitude •, if a guard or searcher would make a roll to notice, find, or tail the Remade, the 
  roll suffers a -2 penalty. In addition, the Deviant enjoys a bonus equal to half Scar Power 
  (rounded up) to rolls to identify, avoid, and disarm traps — whether it is a trip wire that sets off a 
  rockslide or an improvised explosive device. 
  At Magnitude ••, the Remade enjoys the following benefits in combat as long as she is aware of 
  her opponent: 
  • 
  The Deviant enjoys the benefits of concealment that levies a -1 penalty to enemies’ 
  ranged attacks. 
  • 
  She may ready a weapon as a reflexive action before anyone else acts. 
  • 
  Her Defense against hand-to-hand attacks increases by one. 
  At Magnitude •••, choose one: 
  • 
  Alert: The Broken retains her Defense and enjoys the benefits of the Magnitude •• effect 
  even if ambushed. In addition, even if the Deviant is not aware that she is being watched, tailed, 
  or searched for, she often eludes notice. She may make a reflexive Stealth roll in such 
  circumstances using her normal dice pool. 
  • 
  Uncanny: The Remade applies her Defense against firearms attacks, anticipating these 
  with uncanny instinct. 
  At Magnitude ••••, the transformed enjoys the benefits of both the Magnitude ••• effects. 
  The Cephalist can sense the intentions of those who mean him harm, allowing him to better 
  evade them. However, he sometimes has difficulty distinguishing real intent to harm from mere 
  temptation (Paranoia; Persistent). 
  The Chimeric carries the instincts of an apex predator but she suffers an irrational fear of mice 
  and rats (Phobia; Persistent). 
  The Mutant’s flesh distorts light subtly, giving him the appearance of being a few feet away from 
  his actual location. However, he has an especially difficult time trusting people (Paranoia; 
  Persistent). 
  Coactive Variations 
  Coactive Variations represent the influence of worlds beyond the material one. These places 
  teem with strange, unseen entities, pulse with alien energies unknown to human physicists, and 
  obey natural laws that contradict those of Earth. 
  Blessing (• to •••••) 
  Subtle 
  Reflexive, Tiered, Toggled 
  The Deviant is the recipient of a blessing that attracts good fortune to herself or unhappy 
  accidents to those who stand in her way. 
  
  This Variation never affects rolls related to supernatural powers (such as Scar Finesse or Scar 
  Resistance rolls). 
  At Magnitude •, whenever the Broken rolls a chance die, it is instead treated as a single die — 
  succeeding on an 8 or 9 and benefiting from 10-Again. She may also spend a point of Willpower 
  to add three dice to a roll after seeing the results (but before the result is applied), instead of 
  before. 
  At Magnitude ••, choose one: 
  • 
  Lucky: Once per chapter, the transformed may choose to benefit from a stroke of good 
  fortune of moderate improbability. She could correctly guess a spin of a roulette wheel or win a 
  raffle, for example, but not win a lottery jackpot. If applied to a roll, she enjoys a bonus to a 
  single roll equal to the Magnitude of Blessing. 
  • 
  Unlucky: Once per chapter, the Deviant may choose for a misfortune to befall someone 
  of her choosing who is present in the current scene. In addition to any narrative effect, this may 
  impose a penalty to the victim’s next roll equal to the Magnitude of Blessing. 
  At Magnitude •••, choose one: 
  • 
  Balanced: The Remade benefits from both Magnitude •• effects. 
  • 
  Charmed: This is only available if the Deviant selected Lucky as her Magnitude •• 
  effect. Once per chapter, the Broken’s player may suggest a beneficial plot twist in the current 
  scene or request that the Storyteller introduce one. This may instead allow the Remade to evade a 
  misfortune entirely — such as the effects of a single supernatural power (with a successful Clash 
  of Wills) or all the damage inflicted by an attack. 
  • 
  Albatross: This is only available if the Remade selected Unlucky as her Magnitude •• 
  effect. Once per chapter, the transformed’s player may suggest a plot twist that adversely affects 
  another character in the current scene, or request that the Storyteller introduce one. In addition to 
  any narrative effect, this converts the victim’s next failure on a roll to a dramatic failure. 
  At Magnitude ••••, choose one: 
  • 
  Destiny’s Chosen: The Broken benefits from all three Magnitude ••• effects. 
  • 
  Near Miss: This is only available if the Deviant selected Balanced or Charmed as her 
  Magnitude ••• effect. Once per chapter, the Remade may choose to leave a scene she is in 
  without her departure being noticed, allowing her to avoid an ambush, capture, or socially 
  awkward situations. If she has not made an impact that another character could not have made, 
  her player may decide that she was never present in the scene to begin with — as long as she can 
  invent some rationale for being elsewhere. 
  • 
  Supernatural Aid: This is only available if the Deviant selected Balanced or Albatross 
  as her Magnitude ••• effect. Once per chapter, the Remade’s player may choose for her to be 
  unexpectedly present in a scene that does not currently involve her, as long as her player can 
  invent some rationale for her presence or prompt arrival (subject to Storyteller approval). This 
  allows the transformed to provide reinforcements where none are expected or to serve as eyes 
  and ears where none would otherwise be, although the target scene must be one of which the 
  player is aware, whether because it involves another member of her cohort or because she is in 
  communication with a Storyteller character who is present. 
  
  At Magnitude •••••, the Broken enjoys all three Magnitude •••• benefits.  
  The Cephalist implants self-doubt in the minds of her victims, which soon becomes a self-
  fulfilling prophecy, but she is only imposing her own self-doubt upon them (Misfortune; 
  Persistent). 
  Fae energies infuse the Coactive so that the web of Fate preserves him from many misfortunes. 
  However, these faerie energies also project an untrustworthy air that poisons all his social 
  interactions (Lying Eyes, Persistent). 
  The Invasive makes complex probabilistic calculations that only give the appearance of being 
  luck, but the supercomputer displaces parts of her brain’s emotional center (Frozen Heart; 
  Persistent). 
  Fate’s Agent (• to •••••) 
  Subtle 
  Perpetual, Reflexive, Tiered 
  This Variation protects the Deviant from unwanted supernatural influence and scrutiny. 
  At Magnitude •, the Remade is automatically aware whenever a supernatural power attempts to 
  target her or an area containing her, as well as the source of the effect. Supernatural powers that 
  attempt to peer into the Deviant’s future, read her fate, gather information about her, or spy on 
  her from afar provoke a Clash of Wills with her. If the Remade wins this contest, the 
  supernatural power fails, and further attempts to use it on her during the current scene 
  automatically fail. If the triggering power attempted to observe an area that contained the 
  Deviant, it does not fail entirely, but its vision doesn’t register the Remade’s presence. 
  At Magnitude ••, choose one: 
  • 
  Counter: Once per chapter, at any point before the Broken’s action, she can choose to 
  counter a supernatural power as her target attempts to initiate it. Doing so takes up his normal 
  action. If she defeats her target in a Clash of Wills, the target’s power does not take effect, 
  although it still carries its normal cost in Willpower, actions, or occult currency. 
  • 
  Dispel: Once per chapter, as a Directed effect, the Deviant may neutralize a single 
  supernatural effect in range. If the source of the supernatural effect still exerts control over it, the 
  Broken must defeat her in a Clash of Wills. This usually ends short-duration effects (including 
  most Variations), but longer-lasting ones only cease to function until the end of the scene. This 
  Variation has no effect on extremely powerful occult phenomena, such as those created by 
  godlike beings. 
  At Magnitude •••, the Remade enjoys the benefits of both Magnitude •• effects. 
  At Magnitude ••••, when a purely supernatural effect would target him and he successfully 
  counters it using the Magnitude •• Counter effect, the Broken may attempt to turn the power 
  against the assailant. If the Deviant defeats the target in a Clash of Wills, the power turns back on 
  the initiator with its full, original effects. If the power cannot normally affect the target, it has no 
  effect. The Remade cannot redirect indirect or area-affecting powers in this way. 
  At Magnitude •••••, once per chapter, when the Deviant successfully turns back a supernatural 
  power using the Magnitude •••• effect, he may instead direct the effect at any target as though it 
  
  were a Directed effect (albeit one that doesn’t require an instant action). In addition, he may 
  discharge the same effect repeatedly during the current scene as a Directed effect. Any variables 
  this stolen power has remain fixed until the end of the scene. 
  Such are the Cephalist’s powers of imagination that she can bring them to bear against 
  unnatural powers and influence, but this pushes her mind further out of alignment with her body 
  (Unstable Variation; Controlled; Wits). 
  Those who try to scry upon the Chimeric often find themselves instead examining one of the 
  animal donors from which his flesh came, but he is missing parts of his memory (Amnesia; 
  Persistent). 
  The Coactive is a living gateway to a realm of pure sorcerous energy, granting her a measure of 
  influence over all forms of supernatural power, although she cannot sustain an active connection 
  with this source of energy for long periods before it begins to drive her mad (Cooldown; 
  Controlled; Manipulation). 
  Onomantic Influence (• to •••••) 
  Subtle 
  Reflexive, Tiered, Toggled 
  The Deviant possesses an intense awareness of the relationship between a person and the names 
  they use. 
  At Magnitude •, whenever someone introduces himself to the Remade by name, she immediately 
  recognizes whether the proffered name is his true name (one that serves as a true identifier of 
  him on a supernatural level) or a pseudonym, nickname, or title. If the target introduced himself 
  by his true name, the Broken learns a number of pieces of information about the target equal to 
  Scar Power. This might include a Virtue, Vice, or Aspiration, but it could also be some other 
  useful detail such as a birthdate, home address, relationship status, or work phone number. This 
  will always be something the Deviant can use to her advantage, chosen by the Storyteller. 
  At Magnitude ••, once someone has introduced himself to the Deviant, she can always recognize 
  him by it regardless of any disguises, illusions, or alternate forms he may use to hide his identity 
  (although not those that conceal his presence). This does not allow the Remade to see through 
  any disguise he might have worn at the time of introduction (nor does it grant knowledge of his 
  true name if he offered a pseudonym). But she can tell that the nondescript man she encounters at 
  the pharmacy is the same as the masked figure who taunted her at the warehouse the previous 
  night. 
  At Magnitude •••, choose one: 
  • 
  Invoke Name: Whenever someone mentions the Deviant by her true name in spoken 
  conversation, they invite her attention, regardless of how near or far away they are. Usually, she 
  only hears the speaker’s voice and a sentence or two that follows her name. If she recognizes the 
  speaker by his true name, however, she also sees his face, immediate surroundings, and the 
  individual(s) he is addressing. Once per chapter, the Broken’s player may suggest the existence 
  of a conversation that invokes her name. Although the Storyteller decides on the exact nature of 
  this conversation, it should always be something the transformed can use to her advantage. 
  
  • 
  True Name: At the moment of introduction, the Broken learns the target’s real name, 
  regardless of the name the target gives her. This is usually but not always synonymous with his 
  legal name, and this information can be an especially powerful weapon in the hands of those 
  with the right occult powers. In addition, by speaking a person’s true name aloud, the Deviant 
  can cause him to hear her voice for several seconds as though she were whispering in his ear — 
  as long as the target is someone who previously introduced himself to the Remade. 
  At Magnitude ••••, the Broken enjoys both Magnitude ••• benefits. 
  At Magnitude •••••, as a Directed effect, the Deviant may temporarily erase the true name of a 
  target, although she must know his true name. A nameless person loses his true name and so 
  cannot be targeted by supernatural effects that rely on his connection to that true name, including 
  many of the effects of Onomantic Influence. The Deviant may spend a point of Willpower to 
  maintain this effect until the beginning of the next chapter, potentially maintaining it from 
  chapter to chapter in this way. He may instead choose to make the effect permanent. The Broken 
  may permanently erase a true name once per story without personal consequences, but each 
  additional erasure inflicts one medium Instability. 
  When he meets someone new, the Cephalist often receives flashes of information that leave him 
  with an impression of that person’s character. However, he must also make physical contact 
  (such as a handshake) with the target (Power Failure; Controlled; Manipulation). 
  The astral worm implanted in the Chimeric Symbiote’s ear, when she hears a name for the first 
  time, whispers the speaker’s true name to her. It also lets her know when the voice she hears is 
  one she has heard before — however disguised it might be — and reminds her of who it is. 
  However, the worm requires regular meals of uncooked primate brains, and if it does not receive 
  these, it starts eyeing its host’s brain hungrily (Dependency; Persistent). 
  Mere knowledge of a person’s name entangles the Coactive in her victim’s fate. The Deviant is 
  highly vulnerable to harm inflicted by anyone whose true name she knows (Bane; Persistent). 
  Otherworldly Connection (• to •••••) 
  Subtle 
  Perpetual, Tiered 
  The Deviant has a connection to an alien world. 
  Establish an origin at the time the Remade develops this Variation. This could be ghosts, 
  animistic spirits, angels, faeries, or anything else — subject to Storyteller approval. This 
  Variation may be purchased any number of times, but each time it applies to a different 
  supernatural origin. 
  At Magnitude •, the Remade can perceive entities, places, things, and forces connected to the 
  chosen origin. Although this does not come with any specialized knowledge of these phenomena, 
  it serves as an important first step in studying (or avoiding) them. 
  At Magnitude ••, the Deviant can also communicate with beings who share this origin. In 
  addition, these creatures recognize her inherent connection to their kind, granting her an effective 
  Status among them equal to half Scar Power (rounded up). 
  At Magnitude •••, the Remade and her immediate possessions can touch or strike these 
  phenomena, even if they are normally insubstantial to the material world. The Broken is still 
  
  tangible to those in his native world, and he is as vulnerable to the alien entities as they are to 
  him. 
  At Magnitude ••••, as a Directed effect, the Deviant can exorcize any of these phenomena that 
  has invaded his native world. He can drive the demon out of the boy it is possessing, for 
  example, or banish the abyssal residue that has leaked into the old factory. If driving out a 
  mindless force, this requires an instant action but automatically succeeds — although particularly 
  large or virulent manifestations might require more time and/or a successful Scar Finesse roll, at 
  the Storyteller’s discretion. Exorcising a hostile alien intelligence is a series of Clash of Wills 
  rolls, each requiring an instant action. A loss in this contest causes the combatant to lose a point 
  of Willpower. If the Remade runs out of Willpower, he cannot continue the contest. If the entity 
  runs out of Willpower, it is forced to leave the Deviant’s native world and cannot return until the 
  beginning of the next story (at the earliest). 
  At Magnitude •••••, the Deviant can force these phenomena into phase with his native world as 
  an instant action. If directed at a sapient entity, this always requires a successful Clash of Wills, 
  and if the attempt fails, the Remade cannot attempt to draw that target into the material world 
  again during the current scene. The Broken can summon one otherworldly phenomenon per 
  story, but each additional summoning during the same story causes a medium Instability. 
  The Cephalist can interact with otherwise insubstantial beings who have a strong connection to 
  the dreaming world, interacting with them as he does through telepathic senses, but he suffers 
  chronic pain that magnifies the pain of his injuries (Fragility; Persistent). 
  The Coactive can hear, speak to, and even touch angels that are invisible to everyone else, but 
  their voices are the only ones she can hear. (Sensory Deprivation; Persistent). 
  The Invasive’s implants include experimental sensors that allow him to see nearby ghosts, 
  although it sometimes interferes with his mental faculties (Glitch; Persistent). 
  Precognition (• to •••••) 
  Subtle 
  Reflexive, Tiered, Toggled 
  The Deviant sees glimpses of the future that allow him to change the course of events. 
  At Magnitude •, after seeing the results of a roll, the Remade’s player may reroll one or more 
  dice that do not show an 8, 9, or 10 — including a dramatic failure on a chance die. He may only 
  reroll each die once and cannot reroll more dice during a chapter than Scar Power, although 
  Adaptations can grant more rerolls during the same chapter (but never for the same action). 
  At Magnitude ••, the Broken may peer into the likely futures of a target he touches. His player 
  may ask one question per turn of physical contact between Deviant and target — to a maximum 
  number of questions per chapter equal to Scar Power (although Adaptations can grant more 
  questions during the same chapter, but never during the same scene). Although the Remade can 
  attempt to peer far into the future, distant events tend to be hazier than those in the immediate 
  future, unless they carry exceptional temporal weight. 
  At Magnitude •••, once per chapter, when the Broken would fail on an action (whether or not it 
  involves a roll), he may choose to take a different action, instead. The player must invoke this 
  effect immediately after the action fails (usually after seeing the result of a roll but before its 
  
  consequences play out). This can affect an instant action, a single roll of an extended action, or 
  even a particular tack taken in a social interaction that turns out to be a serious faux pas. He can 
  and must change the action he takes, however minutely (attacking a different opponent, for 
  example, or using intimidation instead of subtlety in a social situation), for otherwise everything 
  will unfold exactly as it did in his vision. 
  At Magnitude ••••, choose one: 
  • 
  Bifurcation: Once per chapter, as a reflexive action, the Deviant may force a target to 
  take a different action than the one she just took. This is a Directed effect, albeit one that does 
  not require an instant action. This is similar to the Magnitude ••• effect, but it can also target a 
  successful action — including one that would otherwise incapacitate or kill the Remade. The 
  Broken’s player must declare this after seeing the immediate consequences of the target’s action, 
  but before anyone else has taken their turn. 
  • 
  Prophecy: The Remade may look upon a single scene he anticipates will take place 
  before the end of the current story. This can be narrowly defined (“when we break into the secure 
  facility”) or more generally described (“the next fight I’m involved in”), but he cannot initiate it 
  in a way that affects events of a scene already in progress. At any point during the designated 
  scene, the Broken’s player may “reset” its events and replay the scene from its beginning — 
  even if this Variation is not currently active or if the transformed is incapacitated or dead at the 
  time. The Deviant can invoke this effect safely once per story, but each additional use during the 
  same story causes a medium Instability. 
  At Magnitude •••••, the Remade enjoys the benefits of both Magnitude •••• effects. 
  The alien organisms that swim in the Chimeric’s blood possess precognitive powers that he can 
  tap into, but doing so is physically painful (Perilous Variation; Controlled; Dexterity). 
  The branching pathways to the future lie open to the Coactive, and she can see them clearly. 
  However, she suffers dark twists of fate in all her possible futures (Misfortune; Persistent). 
  As a consequence of her bizarre biology, the Mutant can loop short distances backward in time, 
  but doing so only worsens her Divergence (Unstable Variation; Controlled, Dexterity). 
  Invasive Variations 
  Although not all Cyborgs’ capabilities share a technological basis, many express their Variations 
  as super technology virtually indistinguishable from magic. Invasive Variations tend to 
  maximize the effectiveness of the Deviant’s available tools, whether it is a piece of special 
  equipment or the Broken herself.  
  Computer-Aided Processing (• to •••••) 
  Subtle 
  Reflexive, Tiered, Toggled 
  The Deviant has access to vast libraries of information and can mimic the muscle memory of 
  specialized training. 
  Choose a number of the following effects equal to Magnitude when purchasing this Variation, 
  each of which lasts until the end of the scene: 
  
  • 
  Biokinesis: Once per chapter, the Broken may assign a number of dots of Physical Merits 
  equal to 1 + Scar Power. 
  • 
  Combat Programming: Once per chapter, the Broken may assign a number of dots of 
  Fighting Merits equal to 1 + Scar Power. 
  • 
  Data Warehouse: Once per chapter, the Broken may assign a number of dots of Mental 
  Merits equal to 1 + Scar Power. 
  • 
  Human Clay: Once per chapter, the Remade may shift a number of dots no greater than 
  1 + half Scar Power (rounded up) from one Physical Attribute to another. 
  • 
  Mind Hack: Once per chapter, the Deviant may shift a number of dots no greater than 1 
  + half Scar Power (rounded up) from one Mental Attribute to another. 
  For any of the above effects that grant Merit dots, the Deviant need not meet the Attribute or 
  Skill prerequisites for this Merit, but he must meet any Merit or Specialty prerequisites. The 
  Merit granted by this Variation cannot serve as the prerequisite for another Merit (other than 
  those also granted by Computer-Aided Processing). This Variation cannot emulate the effects of 
  Professional Training or those with Deviant as a prerequisite. 
  Effects above that move Attribute dots cannot reduce an Attribute to 0. Although they can raise 
  an Attribute’s rating higher than five (to a maximum rating of 10), any rating in excess of five 
  never affects the calculations or effects of supernatural abilities, including the activation of 
  Variations or computations of the Remade’s Scar Power, Finesse, or Resistance. Improved 
  Resistance Attributes still apply when resisting or contesting supernatural effects. 
  Although Adaptations can grant more Merit dots (or move more Attribute dots) during the same 
  chapter, they may not do so during the same scene. 
  Connected as she is to all the minds in the world, the Cephalist can call upon bits of their 
  knowledge whenever she needs it, but accessing this information requires a considerable act of 
  will (Tribulation; Controlled, Wits). 
  The Chimeric’s Progenitor tried to pass on everything she knew to the Deviant — at least until 
  she betrayed him (Paranoia Scar; Persistent). 
  The Invasive can access the combat knowledge contained on the hard drive in his skull, but 
  someone with the right passphrase can direct him to use that knowledge in ways he does not 
  want (Subliminal Conditioning; Persistent). 
  Hidden Compartments (• to •••••) 
  Subtle 
  Tiered, Toggled 
  The Deviant has hidden compartments from which he can pull a wide variety of useful 
  equipment. 
  At Magnitude •, once per scene, the Remade may remove a weapon, piece of equipment, or 
  materials of Size 1 and Availability no greater than half Scar Power (rounded up). 
  At Magnitude ••, once per chapter, the Broken may remove an object of Size 1 and Availability 
  no greater than Scar Power. 
  
  At Magnitude •••, the Deviant may remove an additional object of Size 1 and Availability ••••• or 
  less. At the Storyteller’s discretion, this may instead be a Size 1 object of occult origin or with 
  supernatural properties, the details of which are determined by the Storyteller (but always 
  relevant to the Broken’s current situation). The Remade may invoke this effect once per story 
  without adverse effects, but each additional such item he produces during the same story causes a 
  medium Instability. 
  Deviations 
  • 
  Extra Capacity (+1 Magnitude): The objects the Broken removes from these hidden 
  compartments can be as large as Size 2. 
  • 
  High Capacity (+2 Magnitude): As Extra Capacity and exclusive with it, but the objects 
  can be as large as Size 3. 
  The Chimeric has a pouch similar to those of marsupials, in which he secrets all the small 
  objects he compulsively steals. Its contents are a jumble, however, so he must spend time 
  rummaging around among the junk to find what he needs (Preparation; Controlled; Dexterity). 
  With a few moments of thought, the Coactive can draw together threads of ectoplasm out of the 
  air in order to construct a solid object, but the Divergence made her less tolerant of pain (Thin 
  Skin; Persistent). 
  The Invasive’s chest slides open, revealing a hollow, steel chamber suitable for storage. Of 
  necessity, this has forced her internal organs closer to the surface, making them more vulnerable 
  (Hemophilia; Persistent). 
  Integrate Technology (• to •••••) 
  Overt 
  Tiered, Toggled 
  The Deviant can interface with tools and other devices, achieving a unity between them and 
  himself. 
  At Magnitude •, tools in the Remade’s hands become extensions of his body, granting him the 8-
  Again quality on all rolls on which it would grant him an Equipment Bonus. 
  At Magnitude ••, the Deviant can absorb an object, tool, weapon, or device — both concealing it 
  from searches and allowing him to replicate its functions. The target object’s Size cannot exceed 
  half the Scar Power (rounded up), and the sum Size of all objects he has integrated at any given 
  time cannot exceed Magnitude times Scar Power. While these objects are integrated, the Remade 
  may employ them normally, exactly as if she had her hands free. She can fire bullets out of her 
  hands if she has integrated a pistol, for example, and an integrated laptop would allow her to 
  perform tasks ranging from web surfing to operating engineering software. This requires the 
  same amount of time and degree of concentration as they would normally. In addition, objects 
  can be used up while integrated. Batteries run down. Nail guns run out of nails. Pens run out of 
  ink. 
  At Magnitude •••, the Broken can “feed” devices while they are integrated, such that they remain 
  in the same state as when he absorbed them. The battery of an integrated cellphone never goes 
  dead, for example, and an integrated gun never runs out of ammunition. This cannot be used to 
  
  place new bullets in an empty revolver, but a gun with even a single bullet remains lethal while 
  integrated and still has a bullet in it when the Invasive ejects it. 
  At Magnitude ••••, instead of absorbing a machine into his body, the Remade merges his body 
  with a machine with a Size no smaller than his own and no larger than Size 30, such as a car, 
  boat, or small server room. While so integrated, the Broken has a perfect awareness of the 
  machine and can direct it to take any action it normally could. While integrated, any damage to 
  the object’s Structure causes an equal amount of lethal damage to the Deviant, and if he loses 
  consciousness, he is expelled from the machine and suffers a medium Instability. 
  Deviations 
  • 
  Battery (+1 Magnitude): The Deviant’s body can generate as much electricity as a 
  standard wall socket — enough to power or charge one or more small electric devices such as a 
  cellphone, laptop, a TV, or a box fan. Further, it is possible to plug such devices into his body 
  directly in order to supply them with current, such as along an extension cord. The maximum 
  number of sockets he can support at a given time cannot exceed Magnitude times Scar Power. 
  Taking an object into her hands, the Cephalist renders it down to its component concepts, which 
  she then emulates, reconstituting it when the Variation’s effects end. This process takes some 
  time to initiate, however (Preparation; Controlled; Wits). 
  The Invasive contains a tiny fusion reactor that produces electricity and allows her to synthesize 
  small objects like bullets, ink, or gumballs. She must bleed off this power regularly, lest it escape 
  containment (Power Build-Up; Involuntary; Stamina). 
  The Mutant’s flesh has a putty-like quality to it that allows him to graft objects onto it or slide 
  them into his body. When the Variation is active, however, his flesh becomes a mass of unsettling 
  distortions and bulges (Persistent Drawback [Conspicuous Appearance]; Controlled; 
  Manipulation). 
  Omnicompetence (• to •••••) 
  Subtle 
  Discrete, Perpetual, Reflexive 
  This Variation grants rudimentary understanding of a wide range of skills. 
  Any Skill dots granted by this Variation do not satisfy the prerequisites for Specialties, Merits, or 
  the purchase of additional dots in the Skill. 
  At Magnitude •, the Deviant does not suffer untrained penalties on Skill rolls. 
  At Magnitude ••, as Magnitude •, plus choose one: 
  • 
  Jack of All: Once per chapter, the Remade is considered to have a single dot in every 
  Skill in which he has no dots. 
  • 
  Journeyman: Once per chapter, the Broken is considered to have three dots in a single 
  Skill of his player’s choice. 
  At Magnitude •••, as Magnitude •, plus choose one: 
  • 
  Balanced: The Deviant benefits from both Magnitude •• effects, each of which can be 
  invoked once per chapter. 
  
  • 
  Polymath: Once per chapter, the Broken is considered to have three dots in every Skill in 
  which he has fewer than three dots. 
  • 
  Mastery: Once per chapter, the Remade is considered to have five dots in a single Skill 
  of his player’s choice. 
  At Magnitude ••••, as Magnitude •, plus the Deviant benefits from the Polymath and Mastery 
  Magnitude ••• effects, each of which can be invoked once per chapter. 
  At Magnitude •••••, as Magnitude ••••, plus the Deviant is considered to have a single dot in 
  every Skill in which he has no dots. 
  The Cephalist steals the knowledge of someone nearby but also picks up some of his personality 
  quirks, at least temporarily (Alternate Persona; Persistent). 
  The Chimeric’s ancestral memory allows her draw on the experiences of predecessors a 
  thousand years dead, allowing her to achieve things she normally could not, but she can never 
  remember how she did them, precisely (Tabula Rasa; Controlled; Wits). 
  The Invasive downloads immense quantities of information through any available cellular or 
  open wi-fi, but this is not possible without web access. Additionally, this connection leaves data 
  traces that are identifiable as his (Power Failure; Controlled; Wits; Deviation: Identifier). 
  Sensor Array (•• to •••••) 
  Subtle 
  Perpetual, Tiered 
  The Deviant can calibrate her senses to perceive greater details, protect herself, or to observe 
  otherwise undetectable forces. 
  Once per scene, the Remade may recalibrate her senses as an instant action. She must be aware 
  of the existence of the phenomena she is attempting to observe or protect herself against. Most 
  people know that fingerprints can be used in an investigation, for example, but someone who 
  doesn’t know that animistic spirits exist cannot easily guess how she must calibrate her senses to 
  see them. The Storyteller may call for Intelligence + Science or Occult rolls if the Broken 
  attempts to calibrate her senses to detect phenomena that are beyond her knowledge and 
  experience. The Deviant cannot benefit from more than one sensory enhancement at a time, and 
  this enhancement must be narrowly defined (magnifying vision or enhanced hearing, for 
  example, but not both). 
  At Magnitude •, the transformed may filter out or protect herself from a source of extreme 
  sensory input — such as blinding light, nausea gas, or the roar of a jet engine — allowing her to 
  operate normally in situations that would ordinarily impose Tilts. This reduces penalties due to 
  such environments by three and may prevent certain Tilts from affecting the Remade if she isn’t 
  already suffering from them. It couldn’t remove the Deafened Tilt caused by a flashbang 
  grenade, for example, but it could prevent a flashbang grenade from deafening her during the 
  scene. 
  At Magnitude ••, the Remade’s ordinary senses are greatly enhanced. Her eyes can function as 
  binoculars or a magnifying glass, and she can see clearly in low light conditions or hear a 
  whisper on the other side of a room. The Broken can calibrate his senses for a task that requires 
  precision and attention to detail in order to apply a +2 Equipment bonus. 
  
  At Magnitude •••, the Remade can calibrate her senses to detect and interpret phenomena that 
  would normally be undetectable to humans but measurable by technology — such as infrared or 
  ultraviolet light, supersonic or subsonic sounds, or radio waves. The Broken can calibrate her 
  senses to perceive anything ordinary technology could normally detect and measure, and she 
  automatically puts numbers and units of measure to any observations she makes and has an 
  eidetic memory where these details are concerned. This grants a +3 Equipment bonus to relevant 
  Skill rolls but can also have other, practical effects — such as allowing her to see in total 
  darkness or receive radio transmissions. 
  At Magnitude ••••, the Deviant can calibrate her senses to observe signals and forces that 
  normally require supernatural senses to detect — such as ghosts, temporal anomalies, or astral 
  projections. These are fully visible to the Deviant, who may analyze them as though they were 
  ordinary phenomena. In addition to providing useful context during supernatural encounters, 
  appropriately calibrated senses provide a +2 Equipment bonus to relevant Occult rolls. 
  Deviations 
  • 
  Rapid (+1 Magnitude): The Remade may calibrate her senses as a reflexive action, no 
  more often than once per turn. 
  • 
  Versatile (+1 Magnitude): The Broken may make a number of sensory calibrations per 
  scene equal to Scar Power, but no more than one per turn — and may benefit from a number of 
  sensory enhancements at a time equal to Scar Power. Adaptations can grant additional 
  calibrations during the same scene but not during the same turn. 
  The Coactive does not have a connection to a single arcane otherworld. She is enmeshed in a 
  spider web of such links, which she can call upon to grant her special occult senses. These forces 
  sometimes demand a personal sacrifice from the Remade in exchange for such gifts 
  (Deterioration; Controlled; Dexterity; Deviation: Wild Variation). 
  The Invasive’s body is rigged with countless tiny cameras, microphones, and other sensors. 
  These are delicate and finicky pieces of equipment, however, and so require regular 
  recalibration (Maintenance; Persistent). 
  The Mutant enjoys a highly adaptable anatomy capable of adjusting his senses at a moment’s 
  notice, although doing so carries some physical cost (Perilous Variation; Controlled; Dexterity). 
  Mutant Variations 
  Grotesques suffer frequent comparisons to cancers, in part because they are the Clade most prone 
  to fatal deteriorating due to Instability, but also because Mutant Variations are disturbing 
  perversions of normal bodily functions. 
  Anomalous Biology (• to •••••) 
  Subtle 
  Perpetual, Tiered 
  The Remade’s body does not require all the essentials most human bodies demand. 
  The Deviant enjoys a bonus equal to the Variation’s Magnitude on all attempts to feign death or 
  otherwise pretend to be inanimate. 
  
  At the time the Deviant develops this Variation, choose a number of the following based on 
  Magnitude — one at Magnitude •, two at Magnitude ••, four at Magnitude •••, six at Magnitude 
  ••••, and all nine at Magnitude •••••. 
  • 
  Ageless: This may only be chosen if the Variation is Persistent. The Deviant does not 
  age. Unless his life is cut off by violence or accident, he is functionally immortal. 
  • 
  Bloodless: The Remade’s injuries — whether external or internal — do not bleed. She 
  does not bleed out when her health track is filled with lethal damage, and she gains a ballistic 
  armor rating equal to Scar Power, which stacks with any armor she wears. 
  • 
  Breathless: The Deviant does not need to breathe. She cannot drown, choke, or 
  suffocate. She enjoys a bonus equal to Scar Power on Stealth rolls where the sound or motion or 
  her breath might give away her presence. 
  • 
  Heartless: The Remade’s heart does not beat. She is immune to poison and disease. 
  • 
  Hungerless: This may only be chosen if the Variation is Persistent. The Deviant does not 
  require food or water to survive and so does not suffer the effects of starvation or dehydration. 
  • 
  Lifeless: The Remade’s body does not generate heat. He treats extreme environments 
  based on heat or cold as one level lower and does not show up on heat-based sensors. 
  • 
  Mindless: Although the Deviant is capable of thought, she registers as brain dead. 
  Attempts to analyze or manipulate her mind or emotions (or detect her lies) by mundane means 
  (such as Empathy rolls) automatically fail, even if enhanced by physical equipment (such as a 
  polygraph or truth serum). Supernatural powers of this kind provoke a Clash of Wills, but work 
  normally otherwise. 
  • 
  Painless: The Remade does not experience pain in a way that interferes with his 
  behavior. This halves any wound penalties he suffers (rounding penalties down). Additionally, 
  he does not need to succeed on a Stamina roll to remain conscious if his health track is filled 
  with bashing or lethal damage, although any actions made while suffering wounds that would 
  otherwise incapacitate the Deviant suffer a -3 wound penalty (which is not halved). 
  • 
  Tireless: This may only be chosen if the Variation is Persistent. The Remade does not 
  need to sleep and never suffers fatigue. 
  The Cephalist’s mind commands his body in ordinarily impossible ways, although it requires a 
  concerted effort to maintain this control (Concentration; Controlled; Wits). 
  Several of the Invasive’s autonomic biological functions have been replaced by cybernetic 
  equivalents, but she is utterly dependent on replacement batteries (Dependency; Persistent). 
  The Mutant’s body violates known laws of biology, lacking as it does many metabolic functions 
  normally essential for living things. However, she is highly vulnerable to bright light (Bane; 
  Persistent). 
  Deadly Ichor (• to •••••) 
  Overt 
  Discrete, Reflexive, Toggled 
  Acid, liquid nitrogen, poison, or some other dangerous substance courses through the Deviant’s 
  veins. 
  
  Whenever the Deviant suffers lethal damage from an opponent in melee range, her player may 
  choose for her blood to spatter the attacker. This ichor is built like a melee Lash (p. XX) of equal 
  Magnitude, but the Remade resolves the attack as a reflexive action. Multiple attackers can 
  trigger these counterattacks during the same turn. The Deviant may choose the following as one 
  of the Lash’s effects (i.e. in lieu of one such as Deadly, Envenomed, or Forceful): 
  • 
  Contact: The Ichor’s counterattack responds to any successful Brawl or Weaponry 
  attack, even if it inflicts bashing or no damage (such as a touch attack). 
  Deviations 
  • 
  Aura (+1 Magnitude): The Ichor’s counterattack responds to any Brawl or Weaponry 
  attack, even one that does not succeed. 
  • 
  Pressurized (+1 Magnitude): The ichor is instead built as a ranged Lash (p. XX) and 
  can also be triggered by successful ranged attacks made by attackers within range. 
  • 
  Retaliatory (+2 Magnitude): As Pressurized and exclusive with it, except even 
  unsuccessful ranged attacks may trigger the Ichor. 
  For the first hour after she eats a full meal, the Chimeric’s blood acts as a contact poison 
  (Involuntary Stimulus; Involuntary; Stamina). 
  The steam-powered Invasive vents steam at his attackers, but once the pressure is released, it 
  takes awhile to build up new steam (Cooldown; Controlled; Dexterity) 
  The Mutant’s blood is a corrosive acid, and even a papercut sends it spraying out of the wound 
  unless she actively stanches the flow (Relentless Variation [Depletion]; Persistent). 
  Inhuman Digestion (• to •••••) 
  Overt 
  Tiered, Toggled 
  The Remade is capable of consuming, digesting, and subsisting on food that could not normally 
  sustain human life. 
  This Variation allows the Deviant to survive in the absence of ordinary food and to destroy 
  evidence with ease. Nothing she eats causes her digestive distress or injury, whether it is rotten 
  food, gasoline, or broken glass. 
  Although not Directed, this Variation can be paired with the Channel effect of a Lash (p. XX), 
  allowing the Remade to bite (and potentially consume) objects and enemies without needing to 
  grapple them first — or without being within melee range (if using a ranged Lash). Any armor-
  piercing rating or capacity to inflict aggravated damage granted by Inhuman Digestion applies to 
  all attacks made with the Lash that channels it. 
  At Magnitude •, the Broken can consume substances with a Durability of 1, including foodstuffs 
  that are normally inedible. Her teeth have a damage rating of 0L with armor-piercing 1. 
  At Magnitude ••, when the Remade successfully bites (and damages) another Deviant, she may 
  gain one of the victim’s Variations until the end of the scene, as well as its entangled Scar at its 
  full Magnitude. She can choose the Variation she steals this way (if known). Otherwise, she 
  takes one at random. This effect does not deprive the victim of the ability to use the stolen 
  power. 
  
  At Magnitude •••, once per chapter, when the Broken uses the Magnitude •• effect, she may 
  instead choose to gain the stolen Variation until the end of the chapter, during which time the 
  victim loses the Variation. If all Variations entangled with the same Scar are stolen in this way, 
  the victim also loses the Scar for as long as this effect lasts. Further, the Remade may spend 
  Experiences to purchase the stolen Variation, acquiring it and the entangled Scar permanently 
  (even if not currently suffering medium or major Instability), while stripping it away from the 
  victim (although the Sanctity of Merits applies). Consuming all of a Deviant’s Variations 
  eliminates his Scars, but it does not reverse the other effects of the Divergence. 
  Deviations 
  • 
  Adamant Jaws (+1 Magnitude): The Remade can devour objects and materials whose 
  Durability is no greater than 1 + half Scar Power (rounded up), and her teeth have a damage 
  rating of 0L with an armor-piercing rating equal to 1 + half Scar Power (rounded up). 
  • 
  Cannibalize (+1 Magnitude): The transformed may devour the flesh of other humans 
  and humanlike supernatural beings to fortify herself. The damage she inflicts with her bite is 
  aggravated instead of lethal, and she heals one lethal or bashing damage for every point of 
  aggravated damage she inflicts. 
  The Coactive fires a coruscating beam of light at his enemies that drains their lifeforce and 
  renews his, but its energies are poisonous to both body and mind (Genetic Disorder; Persistent; 
  Deviation: Nightmares; connected to a ranged Lash with the Channel effect). 
  The Invasive’s stomach has been replaced with a gold-lined sac of powerful acids capable of 
  dissolving most materials. This chamber can rupture when the Deviant suffers damage, however, 
  leaking corrosive chemicals (Hemophilia; Persistent). 
  The Mutant’s mouth, teeth, and jaws are comprised of organic, alien metal, but his appetite is 
  not unlimited (Depletion; Controlled; Dexterity). 
  Rapid Healing (• to •••••) 
  Subtle 
  Discrete, Perpetual 
  The Deviant’s body works tirelessly and unerringly to restore itself. 
  This Variation must be Persistent. This Variation cannot heal damage (or restore missing or 
  damaged limbs or organs) caused by Scars (such as Perilous Variation) or Adaptations (such as 
  Adrenaline Surge or Overclock). 
  At Magnitude •, the Deviant’s natural healing times are halved. 
  At Magnitude ••, the Remade heals one bashing damage per turn in action scenes and heals all 
  bashing damage at the end of each scene. This also removes minor ailments such as colds, food 
  poisoning, or sprains.  
  At Magnitude •••, as Magnitude ••, but the Deviant also heals all lethal damage at the end of each 
  chapter. This also cures most diseases and purges the Broken’s body of toxins. 
  At Magnitude ••••, as Magnitude •••, but the Deviant instead heals one bashing or lethal damage 
  per turn in action scenes, heals all lethal damage at the end of each scene, and heals all 
  
  aggravated damage at the end of each chapter. This also regenerates damaged or destroyed limbs 
  and organs, eliminating relevant Persistent Conditions such as Blind or Crippled. 
  At Magnitude •••••, as Magnitude ••••, but the Deviant is nearly invulnerable to death, except as 
  the result of Instability. Even if decapitated, dismembered, or incinerated, his body still makes 
  itself whole. After being killed, the Broken’s body can remain inert for as long as his player 
  wishes, such as to wait for enemies to leave the scene or until he is no longer immersed in a vat 
  of strong acid. When he rises from the dead, the Deviant heals points of aggravated damage 
  equal to Scar Power. 
  The Coactive Symbiote doesn’t remember the assassination missions her body carried out on 
  behalf of her old employers because the spirits they coaxed into possessing her never let her — 
  at least not until she convinced one to help her escape (Amnesia; Persistent). 
  The Invasive contains powerful nanites capable of rebuilding his body from a fragment, if 
  necessary. They have done her mental health no favors, however (Murderous Urge, Persistent). 
  The Mutant possesses regenerative abilities that would make a starfish jealous. Although he 
  heals quickly, he also feels pain more keenly (Fragility; Persistent). 
  Sacred Flesh (• to •••••) 
  Subtle 
  Discrete, Toggled 
  The Remade decants some of her power into a form that can grant others temporary access to 
  miraculous powers. 
  This Variation allows the Deviant to impart a single, Scar-free secondary Variation chosen 
  (including any optional effects and/or Deviations) at the time she develops Sacred Flesh. 
  However, she cannot grant the secondary Variation to herself. The Broken may purchase Sacred 
  Flesh any number of times, and each time allows her to grant a different secondary Variation. 
  • 
  The character who gains the secondary Variation has full command of it, exactly as 
  though she were a Deviant wielding it, and it lasts until the end of the scene. A Baseline who is 
  unprepared for this power may suffer a breaking point (p. XX) or may cause unintended harm 
  because he is unfamiliar with his new capabilities. 
  • 
  The secondary Variation uses the user’s traits to calculate Scar Power, Scar Finesse, and 
  so forth. Non-Deviants always have an Acclimation of 0 and calculate Clash of Wills using the 
  Magnitude of the secondary Variation. 
  • 
  Although Sacred Flesh is a Subtle Variation, its secondary Variation can be Overt. 
  However, any conspiracy attention a secondary Variation attracts usually falls on the one who 
  consumes the material, rather than on the Deviant who harvested it. 
  At the time the Broken develops Sacred Flesh, choose one method by which the Remade bestows 
  the secondary Variation: 
  • 
  Boon: The Deviant bestows the secondary Variation to a target in range as a Directed 
  effect. 
  • 
  Secretion: Once per chapter, the Remade may produce a substance that another character 
  may consume in order to gain the benefits of the secondary Variation. The material might be the 
  
  secretions of an alien gland below her chin, her saliva, or a small piece of a shoulder muscle, for 
  example, but it could also be a pearl of pure thought, a spell placed on a talisman, or a blessing 
  passed through the laying of hands. Material has no function other than giving form to a 
  Variation, although the secondary Variation could manifest as a supernatural tool or weapon. 
  The one seeking its benefits might need to eat, drink, inject, smoke, or spread the material on his 
  skin to do so, or he might need to speak a prayer to activate the talisman or perform a short dance 
  to call upon the Deviant’s blessing. It is possible for someone to consume material without 
  realizing he is doing so, such as a Variation delivered with a kiss or one baked into his food. In 
  any case, the Broken’s player must decide on both the form the secretion takes and the method 
  by which it must be consumed when the Deviant develops Sacred Flesh. Any unused material 
  loses its potency at the end of the next chapter. This method produces a number of doses of the 
  substance equal to Scar Power. 
  • 
  Token: As Secretion, except the Remade suffers a minor Instability when calling upon 
  this method. However, the token remains potent until it is consumed or destroyed. This method 
  produces a number of tokens equal to Scar Power. 
  • 
  Fragment: As Token, but a fragment is reusable (and so more often takes the form of a 
  weapon or jewelry). It can bestow the secondary Variation to a character who employs it once 
  per chapter (Adaptations cannot overcome this). The Broken may create a single fragment per 
  story without any personal consequences, but each additional such fragment during the same 
  story inflicts a medium Instability. 
  At Magnitude •, choose a Magnitude • secondary Variation. 
  At Magnitude ••, choose a Magnitude •• secondary Variation. 
  At Magnitude •••, choose a Magnitude ••• secondary Variation. 
  At Magnitude ••••, choose a Magnitude •••• secondary Variation. 
  At Magnitude •••••, choose a Magnitude ••••• secondary Variation. 
  Deviations 
  • 
  Flexibility (+1 Magnitude): The Deviant may bestow the secondary Variation by an 
  additional number of methods equal to half Scar Power (rounded up). 
  • 
  Self-Cannibalism (+1 Magnitude): The Broken can benefit from the secondary 
  Variation granted by Sacred Flesh. 
  The Cephalist can produce a sword made of pure thought, which she may give to another person 
  to wield (Tribulation; Controlled; Wits; Secondary Variation: Lash). 
  The Chimeric periodically sheds his skin like a snake, and those who pull this gauzy garment 
  over their shoulders become invisible. (Power Build-up; Involuntary; Stamina; Deviation: 
  Uncontrollable Variation; Secondary Variation: Camouflage). 
  The Mutant’s flesh grants remarkable powers to those who eat it, but harvesting it requires 
  cutting it out of him (Perilous Variation, Controlled, Dexterity; Secondary Variation: Any). 
  Scars 
  
  The price a Deviant pays for his Variations are Scars. Scars are divided by activation method — 
  Controlled Scars, Involuntary Scars, and Persistent Scars. Deviations that can apply to 
  multiple Scars are listed separately. 
  Controlled Scars 
  Controlled Scars are inextricably tied to the active use of their combined Variations. 
  Controlled Scars impose their price each time one of their Variations is activated. If a Scar is 
  entangled with multiple Variations, the Scar’s effect applies separately to each Variation. 
  Most Controlled Scars can be purchased more than once, exacting their price on all their 
  entangled Variations. Repeatable Controlled Scars may have a different criteria for each 
  purchase, if desired. 
  Concentration (• to •••••) 
  Keywords: Mental; Subtle; Repeatable 
  The Variation demands constant, intense concentration to maintain, and any distraction can cause 
  it to fail or to get out of control — or make it impossible to activate in the first place. 
  At Magnitude •, whenever an unexpected surprise or other distraction causes the entangled 
  Variation to shut down (or prevents her from activating it) in a way that creates a complication 
  for the Deviant, the player may take a Beat. 
  At Magnitude ••, whenever the Remade suffers lethal (or aggravated) damage not caused by a 
  Scar or Adaptation, whenever she Falters, or whenever she suffers the Stunned Tilt or the 
  Distracted Condition, the entangled Variation deactivates unless her player succeeds on a Scar 
  Resistance roll. She may activate the Variation again on a future turn. 
  At Magnitude •••, as Magnitude ••, and choose one: 
  • 
  Tenuous: Whenever an attack or hostile power successfully targets the Remade and 
  either deals damage or imposes a deleterious Tilt, Condition, or other unwelcome effect, the 
  entangled Variation deactivates unless her player succeeds on a Scar Resistance roll. 
  • 
  Unfocused: The Broken cannot attempt to activate an entangled Variation if under the 
  influence of a distracting Tilt or Condition (such as Deprived, Distracted, Frightened, 
  Intoxicated, Insane, Insensate, or Stunned) except by first succeeding at a Scar Resistance roll, 
  which is allowed once per minute (once per turn, in action scenes). 
  At Magnitude ••••, both Magnitude ••• effects apply. 
  Deviations 
  • 
  After-Effect (+1 Magnitude): This is only available if all entangled Variations are 
  Directed. Choose a negative temporary Condition. If the character concentrates on directing the 
  Variation for consecutive turns greater than her Scar Resistance, she suffers that Condition when 
  the entangled Variation deactivates. 
  •  
  Self-Doubt (+1 Magnitude): If an entangled Variation deactivates because something 
  broke the Deviant’s concentration, she may not attempt to activate it again until the end of the 
  scene. 
  
  • 
  Single-Minded (+1 Magnitude): This is only available if all entangled Variations are 
  Directed. If the Broken does not direct the Variation’s effect at least once per minute (once per 
  turn, in action scenes), it deactivates unless she succeeds on a Scar Resistance roll. 
  Cooldown (• to •••••) 
  Keywords: Any; Subtle; Directed, Repeatable 
  The Variation overheats, overclocks, or overwhelms the Remade whenever he directs it, 
  requiring a cooldown period before he can safely direct it again. 
  At Magnitude •, each additional time the character directs the Variation after the first in a scene, 
  he risks overheating it; the player may accept a Beat for the Variation to fizzle out or cause 
  complications for him or his allies the more he uses it. 
  At Magnitude ••, whenever the character directs the entangled Variation without waiting one full 
  minute (or turn, in action scenes) after the last time he directed it, each Scar Finesse roll his 
  player makes to direct the entangled Variation suffers a cumulative -1 penalty. This penalty 
  resets to 0 after one minute/turn without Directing the Variation. 
  At Magnitude •••, as Magnitude ••, but instead of resetting to 0, the penalty decreases by one 
  each minute/turn the Remade goes without directing the entangled Variation. 
  At Magnitude ••••, as Magnitude •••, and choose one: 
  • 
  Blackout: If the roll to direct the entangled Variation results in a dramatic failure, the 
  Variation deactivates at once and cannot be activated again during the current scene. 
  • 
  Ponderous: The penalty decreases by one every two minutes/turns the Broken goes 
  without directing the entangled Variation. 
  At Magnitude •••••, the Deviant suffers both Magnitude •••• effects. 
  Depletion (• to •••••) 
  Keywords: Any; Subtle; Repeatable 
  The Remade uses up whatever powers the Variation quickly, requiring him to recharge or 
  replenish it often. The Variation may literally run on batteries or electricity, or he may need to 
  consume a particular fuel or reload a weapon. 
  Each instance of this Scar requires a different kind of recharge. 
  At Magnitude •, the Variation runs out of juice and deactivates at dramatic moments when the 
  character needs it most. The player can accept a Beat to declare the Variation depleted when it 
  would cause him or his allies problems. 
  At Magnitude ••, the Variation lasts a number of minutes (turns, in action scenes) after activation 
  equal to the character’s Scar Resistance before it needs recharging. Recharging the Variation 
  takes an instant action. 
  At Magnitude •••, as Magnitude ••, but the character loses his Defense while recharging the 
  Variation, and each recharge within the same scene adds one additional instant action to the time 
  it takes. If he stops recharging before the power is ready again, he loses all progress and must 
  start over. 
  At Magnitude ••••, as Magnitude •••, and choose one: 
  
  • 
  The Variation only lasts one minute/turn before it needs recharging. 
  • 
  Alternatively, recharging the Variation takes (6 - Scar Resistance) hours instead of one or 
  more instant actions; the character still loses his Defense while recharging, doesn’t replenish 
  Willpower even if he sleeps during that time, and can’t take non-reflexive actions and recharge at 
  the same time. If this process is interrupted, he keeps the progress and can pick up where he left 
  off. 
  At Magnitude •••••, as Magnitude ••••, but both effects apply; effectively, the Variation can only 
  be used once per scene. 
  Deviations 
  • 
  Hazardous Recharge (+1 Magnitude): Recharging the Variation inflicts one point of 
  lethal damage on the character; the fuel he must consume is poisonous, recharging the power 
  electrocutes him, etc. 
  Deterioration (• to •••••) 
  Keywords: Physical; Overt; Repeatable 
  The more the Broken relies on the Variation, the more her body deteriorates. Her parts might fall 
  off or grow increasingly unmanageable tumors at an accelerated pace, her skin and organs might 
  age too fast, turn inside out, or fester with decay, or she might melt into a foul-smelling gob of 
  flesh little by little. 
  Each instance of Deterioration affects a different limb or sense. 
  At Magnitude •, upon activating the Variation, one or more of the character’s body parts 
  deteriorate. The Storyteller may offer a Beat to temporarily incapacitate the part at the wrong 
  moment or cause horrified reactions in onlookers. 
  At Magnitude ••, upon activating the Variation, the character’s player makes a Scar Resistance 
  roll. On a failure, the Deviant suffers one of the following Tilts (p. XX) of the player’s choice, 
  depending on which body part deteriorates: Arm Wrack, Blinded, Deafened, or Leg Wrack. The 
  Tilt fades at the end of the scene. 
  At Magnitude •••, as Magnitude ••, but choose one: 
  • 
  Lingering: The Tilt’s effects last until the end of the chapter, instead. Outside of action 
  scenes, this imposes the Blinded, Deafened, or Crippled Persistent Conditions. 
  • 
  Painful: The character also suffers a point of bashing damage upon activating the 
  entangled Variation. 
  • 
  Severe: The character instead suffers the Tilt in both arms, ears, eyes, or legs. 
  At Magnitude ••••, the character suffers from two of the Magnitude ••• effects. 
  At Magnitude •••••, the character suffers from all three Magnitude ••• effects. 
  Fluctuating Variation (•••) 
  Keywords: Any; Subtle; Repeatable 
  The Variation is wild and unreliable, sometimes sputtering out and sometimes overflowing with 
  uncontrollable power. 
  
  • 
  When entangling this Scar, the Deviant’s player must determine how it functions at every 
  available Magnitude. For most Variations, this means choosing its configuration at Magnitude 1, 
  2, 3, 4, and 5, but many Scars have a narrower range (1-3, 2-4, 1-4, 2-5, etc.). Whenever this 
  Scar causes the Variation to change Magnitude, all its key variables follows this initial model. 
  She must decide all the effects her Lash has at each Magnitude (p. XX), for example, or decide 
  whether she gains access to Crush/Dismember or Force Field when her Telekinesis is at 
  Magnitude •••• (p. XX). 
  • 
  When first activated, an entangled Variation’s Magnitude is equal to the successes on its 
  activation roll. 
  • 
  Every several minutes of activation (every turn, in action scenes), the Deviant’s player 
  declares whether she wishes to increase or decrease the current Magnitude of the Variation by 1 
  and makes a Scar Resistance roll. On a success, the Magnitude fluctuation obeys the Remade, 
  but future such fluctuation rolls during the Variation’s current activation suffer a -1 penalty. On a 
  failure, it moves in the opposite direction, although future fluctuation rolls enjoy a +1 bonus. 
  • 
  If fluctuation would have an impossible result (i.e. increasing Magnitude when it is 
  already at the highest possible Magnitude for that Variation or decreasing it when it is already at 
  the lowest), the Magnitude remains unchanged, but the resulting bonus or penalty to future 
  fluctuation rolls is instead +2/-2. 
  Perilous Variation (• to •••••) 
  Keywords: Physical; Overt; Repeatable 
  The Variation is dangerous to the Deviant. It might come with a side effect like an energy 
  backlash or psychic feedback, or it might involve an implant physically tearing through her flesh. 
  Perhaps she channels power from a sinister force that wants to hurt her, or it takes so much effort 
  to use that her body can’t handle the strain. The effects are always outwardly noticeable, such as 
  a nosebleed or uncontrollable trembling. 
  At Magnitude •, the Variation harms the character whenever he activates it, but the damage — 
  while painful — is mostly cosmetic and doesn’t stick around. The player may accept a Beat for 
  the pain to be distracting enough to hinder the Broken or her allies. 
  At Magnitude ••, upon activating the Variation, the character takes a point of bashing damage. 
  At Magnitude •••, as Magnitude ••, but the damage is lethal instead. 
  At Magnitude ••••, as Magnitude •••, but the damage is aggravated instead. 
  Deviations 
  • 
  Ongoing (+2 Magnitude): This may only entangle Directed Variations. The Scar deals 
  its damage upon the Variation’s activation and every time the character directs its effects. This 
  Deviation can’t modify the Magnitude • version of this Scar. 
  Persistent Drawback (• to •••••) 
  Keywords: Any; Subtle; Repeatable 
  The Variation carries more insidious drawbacks than most Controlled Variations do. 
  
  Choose a Persistent Scar (p. XX) with Magnitude equal to this Scar’s Magnitude. All Variations 
  combined with this Scar also suffer that Persistent Scar, but only while one or more of those 
  Variations are active. 
  Each instance of this Scar must apply a different Persistent Scar or one with the Repeatable 
  keyword. 
  Deviations 
  • 
  Continual (+1 Magnitude): The chosen Persistent Scar manifests whether the combined 
  Variations are active or not. 
  Power Failure (• to •••••) 
  Keywords: Any; Subtle; Repeatable 
  The Variation breaks down under certain circumstances, which the player chooses when he 
  acquires this Scar. These circumstances are uncommon but not unusual — such as “when the 
  Remade suffers lethal damage,” “when deafened,” or “inside a church.”  
  Each instance of Power Failure may have a different failure circumstance. 
  At Magnitude •, whenever the character is in the presence of his weakness, he may not be able to 
  activate the entangled Variation. If it is already active, it gradually loses Magnitude until it falls 
  below the Variation’s minimum Magnitude, at which point it deactivates. Whenever the Broken 
  is exposed to his weakness, the player may accept a Beat for an entangled Variation to lose 
  potency, deactivate, or fail to activate. 
  At Magnitude ••, when the character encounters his weakness while the Variation is active, that 
  Variation loses one Magnitude per minute (or per turn in action scenes) unless the player 
  succeeds on a Scar Resistance roll. Scar Finesse rolls to activate the Variation in the presence of 
  the weakness suffer a penalty equal to (6 - Scar Resistance). 
  At Magnitude •••, as Magnitude ••, but when the failure circumstance comes into play, the 
  Variation ends immediately rather than losing Magnitude (although a Scar Resistance roll is still 
  allowed). The character can’t reactivate it until the circumstance ends. 
  At Magnitude ••••, as Magnitude •••, but once the Variation deactivates, it doesn’t regain 
  functionality and can’t be reactivated for the rest of the scene. 
  At Magnitude •••••, as Magnitude ••••, but it can’t be reactivated until the end of the chapter, 
  instead. 
  Deviations 
  • 
  Rare (-1 Magnitude): The situations that depower the Scar are very specific, such as 
  “when a Loyalty Touchstone is a target” or “when special equipment is employed” or “while the 
  Remade is in contact with a rare substance.” 
  • 
  Common (+1 Magnitude): As Rare and exclusive with it, the vulnerability is instead 
  commonplace — such as “when the character loses his temper,” “when he takes any damage,” or 
  “when someone removes his mechanical limb with a successful disarm action.” 
  Preparation (•• to •••••) 
  Keywords: Any; Subtle; Repeatable 
  
  The Variation requires preparation or charging up before the Broken can use it. For instance, she 
  may need to concentrate or meditate, build up energy, perform a ritual, or bargain with an 
  internal entity for the right to use the power. 
  Each instance of this Scar requires a different ritual. 
  At Magnitude ••, the character must perform an action that takes one minute (or one turn in 
  action scenes) before activating the Variation. 
  At Magnitude •••, as Magnitude ••, but the Variation’s activation is an extended action with an 
  interval of one minute/turn, requiring total successes on the activation roll equal to (Variation’s 
  Magnitude + Scar’s Magnitude + 1), and the character loses her Defense during preparation. 
  At Magnitude ••••, as Magnitude •••, but add two successes to the total required. 
  At Magnitude •••••, as Magnitude ••••, but instead add four successes to the total required. 
  Deviations 
  • 
  Lengthy (+1 Magnitude): The ritual instead requires five minutes (two turns in action 
  scenes). 
  • 
  Grueling (+2 Magnitude): As Lengthy and exclusive with it, but the ritual instead 
  requires 15 minutes (three turns in action scenes). 
  Tabula Rasa (• to •••••) 
  Keywords: Mental; Subtle 
  Whenever the transformed activates the Variation, it’s only a matter of time before the stress 
  cracks his mind, and memories fall into the space between. Once he has a moment to 
  decompress, he forgets it all — everyone he met, every victory he won and loss he suffered, 
  every goodbye he said. 
  At Magnitude •, the character forgets details about what happened while the Variation was 
  active. The player can accept a Beat for his character to forget something important that comes 
  back to bite him or causes complications. 
  At Magnitude ••, the Deviant’s memories of events that happen while he uses the Variation are 
  unreliable. Anytime he would need to remember such an event, his player must succeed on a 
  Scar Resistance roll to do so. Other rolls to know or remember information he learned during 
  those times suffer a -2. 
  At Magnitude •••, at the end of the scene in which the character activated the Variation, he 
  forgets everything that happened in that scene after the point of activation. Later, he may spend a 
  Willpower point to temporarily regain that memory for one scene, as long as something strongly 
  reminds him of the missing events, such as an impassioned recap from someone who was there 
  or another eerily similar event unfolding before his eyes. Once he’s spent Willpower equal to the 
  Variation’s Magnitude this way, he regains the memory permanently. Any Conditions or 
  supernatural effects imposed upon him during the missing time remain — he may not remember 
  how they came about, but they still affect him. 
  At Magnitude ••••, as Magnitude •••, but choose one: 
  • 
  Permanence: The character can’t spend Willpower to regain the memories, temporarily 
  or otherwise; they’re gone for good. 
  
  • 
  Rapid: The character forgets everything at the end of every minute that passes while the 
  Variation is active (or each turn in action scenes), losing track of what he was just doing with 
  potentially disastrous consequences. 
  At Magnitude •••••, as Magnitude ••••, but both effects apply. 
  Tribulation (••• to •••••) 
  Keywords: Mental; Subtle; Repeatable 
  Using the Variation is a struggle. It requires extra effort — incredible focus, finding the perfect 
  mindset, or overcoming traumatic memories, for instance. 
  At Magnitude •••, the player must spend a Willpower point each time the character activates the 
  Variation. 
  Deviations 
  • 
  Meditation (+1 Magnitude): Spending the Willpower to activate the Variation takes a 
  separate instant action. 
  • 
  Draining (+2 Magnitude): This can only entangle Directed Variations. The player must 
  spend the Willpower each time the character activates the Variation and on any turn on which 
  she directs it. 
  Unstable Variation (•• to •••••) 
  Keywords: Any; Subtle; Repeatable 
  The Variation is more erratic than most, sending the Deviant spiraling toward a loss of control 
  whenever he uses it. 
  At Magnitude ••, the first time the character activates the Variation in a given chapter, he gains 
  one minor Instability. 
  At Magnitude •••, as Magnitude ••, but the Instability is medium instead. 
  At Magnitude ••••, as Magnitude •••, but the Instability is major instead. 
  Deviations 
  • 
  Severe (+2 Magnitude): The Broken gains the Instability the first time he activates the 
  Variation in a given scene instead. 
  Involuntary Scars 
  Involuntary Scars plague transformed who don’t have full — or any — control over their 
  powers. 
  Most Variations with an Involuntary Scar can be activated with a successful Scar Finesse roll (p. 
  XX). In cases where the Variation activates unintentionally, this initial activation is a reflexive 
  action. Resisting the manifestation of an Involuntary Variation when it would normally occur (or 
  regaining control of it once it has) is more complicated. 
  Involuntary Stimulus (• to •••••) 
  Keywords: Any; Subtle; Repeatable 
  
  The Variation activates on its own under certain circumstances, which the player chooses when 
  she acquires this Scar. These circumstances are uncommon but not unusual — such as “when 
  exposed to freezing temperatures,” “under a full moon,” “when exposed to direct sunlight,” or 
  “at the sound of chimes.” 
  Each instance of Involuntary Stimulus provides a different activating circumstance. 
  At Magnitude •, the Variation may activate on its own in the stimulus’ presence, possibly at 
  highly inconvenient moments, for the Deviant. If the Variation is Directed, the Storyteller may 
  offer a Beat to direct the Variation for a single turn on which the Remade does not do so (or 
  select its target and effect at random). Once activated, the character can deactivate an entangled 
  Variation as an instant action, even if the stimulus persists, but it might reactivate a short while 
  later (turns in action scenes, minutes in other scenes) if the stimulus is still present. 
  At Magnitude ••, if the Scar activates due to exposure to the stimulus, it and all its entangled 
  Variations are considered Overt, this scene. In addition, choose one: 
  • 
  Insistent: The Variation(s) always activates in the stimulus’ presence unless the player 
  makes a successful Scar Resistance roll. If exposure continues, the Storyteller might call for 
  more Scar Resistance rolls — no more often than once per turn in action scenes, once every 
  several minutes in non-action scenes — with a penalty equal to the number of consecutive, 
  successful Scar Resistance rolls the Deviant’s player has made, this scene. 
  • 
  Reactive: Once the Variation is active, the Broken cannot deactivate it while in contact 
  with the stimulus. Getting clear of the stimulus often involves an instant action and a roll of some 
  kind, depending on the circumstances. This might be Resolve + Composure to calm down in the 
  face of an emotion-based stimulus, for example, or Wits + Survival to bundle up against a cold-
  based one. 
  At Magnitude •••, the Remade suffers both Magnitude •• effects. 
  Deviations 
  • 
  Rare (-1 Magnitude): The situations that trigger the Scar are very specific, such as 
  “while someone is singing a specific song” or “while the Remade is in contact with a rare 
  substance.” 
  • 
  Common (+1 Magnitude): As Rare and exclusive with it, the stimulus is instead 
  commonplace — such as “at room temperature” or “exposure to fluorescent lighting.” 
  • 
  Uncontrollable (+2 Magnitude): This is exclusive with Common and Rare; the 
  Deviant’s player may define a stimulus that is more common or rarer, but doing so doesn’t 
  increase or decrease the Scar’s Magnitude. The transformed can’t activate the combined 
  Variation except involuntarily. 
  • 
  Unpredictable (+1 Magnitude): The Variation activates according to the chosen 
  stimulus and at other, unexpected times; the Storyteller may choose one or more additional 
  secret stimuli that may or may not be discoverable. 
  Power Build-Up (• to ••••) 
  Keywords: Any; Subtle; Repeatable 
  
  The Remade’s power wants to spill out at every opportunity, and it’s all he can do to keep it 
  bottled up inside. If he holds it back for too long, his internal volcano erupts and his power lashes 
  out in catastrophic fashion. 
  At Magnitude •, if the character doesn’t use the entangled Variation often enough, it sometimes 
  explodes out of him and causes harm to him, his allies, innocent bystanders, and anything else 
  unfortunate enough to be close by. The player can accept a Beat to make his power erupt in a 
  way that hurts someone his character doesn’t want to hurt or causes significant setbacks. If the 
  Variation is Directed, the Storyteller may offer a Beat to direct the Variation for a single turn on 
  which the Remade does not do so (or to select its target and effect at random). Once activated, 
  the character can deactivate an entangled Variation as an instant action. 
  At Magnitude ••, as Magnitude •, and all the Variations entangled with the Scar are considered 
  Overt. In addition, choose one: 
  • 
  Insistent: The Storyteller may activate one of the entangled Variations up to once per 
  chapter. The Deviant’s player may refuse this activation with a successful Scar Resistance roll. If 
  this roll succeeds, the Storyteller may make another activation attempt in a later scene but may 
  not attempt to trigger this Scar again during the current scene. Each consecutive successful roll to 
  resist activation imposes a -1 penalty on future rolls to resist involuntary activation. 
  • 
  Volcanic: Once activated, entangled Variations are difficult to bring back under control, 
  requiring a successful Scar Resistance roll to deactivate it prior to the end of the scene. This roll 
  is allowed once every several minutes (one per turn, in action scenes) and enjoys a bonus equal 
  to the number of consecutive, failed Scar Resistance rolls that preceded it this scene. 
  At Magnitude •••, choose one: 
  • 
  Compounded: The Remade suffers both Magnitude •• effects. 
  • 
  Uncontrollable: The Broken must have chosen Insistent as his Magnitude •• effect. The 
  transformed can only voluntarily activate a combined Variation once per chapter, and this limit 
  cannot be exceeded by means of Adaptations. The Storyteller may attempt to activate an 
  entangled Variation involuntarily up to once per scene. The Scar Resistance rolls to refuse this 
  activation enjoy a bonus equal to the number of times an entangled Variation has been 
  successfully activated during the current chapter. 
  • 
  Destructive: The Broken must have chosen Volcanic as his Magnitude •• effect, and at 
  least one entangled Variation must be Directed. The Storyteller may direct an entangled, 
  Directed Variation on any turn on which the Remade does not do so (or randomly determine its 
  target and effect). The Deviant may only deactivate a Directed Variation linked to this Scar by 
  succeeding on a Scar Resistance roll with a bonus equal to the number of times the Storyteller 
  has directed the Variation since it was activated, and a penalty equal to the number of times the 
  player directed it since it was activated. 
  At Magnitude ••••, at least one entangled Variation must be Directed. The Deviant suffers from 
  all three Magnitude ••• effects. 
  Character Design: Power Build-Up 
  
  If you add the Indelible Mark or Short Circuit Deviation (p. XX) to the Power 
  Build-Up Scar, your character will pay a personal price or suffer an unpleasant side-
  effect each time her Variations activate of their own volition. 
  Persistent Scars 
  Persistent Scars never stop plaguing the Deviant, whether she’s using her powers or not. A 
  player may only combine them with Persistent Variations, except when a Deviation says 
  otherwise. 
  Addictive Variation (• to •••••) 
  Keywords: Mental, Physical; Subtle; Toggled 
  The Deviant’s Variation acts as, or literally is, an addictive drug. She experiences a unique high 
  whenever she uses it, and withdrawal whenever she goes too long without doing so. 
  At Magnitude •, the character suffers when she doesn’t use the Variation often enough. The 
  player can accept a Beat to activate the power just to get a fix at an inopportune moment, or labor 
  under withdrawal symptoms that hinder her. 
  At Magnitude ••, the character suffers the Persistent Addicted Condition (p. XX) regarding the 
  Variation, which reasserts itself at the beginning of each chapter after it resolves. If she doesn’t 
  activate the Variation for at least a scene once per chapter, she gains the Deprived Condition (p. 
  XX). 
  At Magnitude •••, as Magnitude ••, and choose one: 
  • 
  Disorienting: Whenever the Variation is active, the character suffers the Intoxicated 
  Condition (p. XX); during action scenes, this becomes the Drugged Tilt (p. XX). 
  • 
  Lingering: The Deprived Condition resulting from this Scar is Persistent; the character 
  earns a Beat whenever she uses the Variation at an inconvenient time just to get a fix or when her 
  withdrawal symptoms cause problems, and it only resolves when she goes at least a story without 
  toggling the Variation on at all or heals a medium or major Instability. 
  At Magnitude ••••, as Magnitude •••, and choose one: 
  • 
  Compounded: Both Magnitude ••• effects apply. 
  • 
  Severe: The Deprived Condition’s effects worsen, inflicting a −2 to the relevant rolls 
  instead of −1, and also affect derived traits. 
  At Magnitude •••••, as Magnitude ••••, but the Remade suffers from all Magnitude ••• and •••• 
  effects. 
  Alternate Persona (• to •••••) 
  Keywords: Mental, Social; Overt; Repeatable 
  The Deviant sometimes becomes someone else. She prefers different aesthetics and fashions, 
  different foods and activities — she may even join different organizations and have different 
  mannerisms. The player should decide when she acquires this Scar what the Alternate Persona is 
  like, and how they differ from the character herself. The change should be drastic enough that 
  it’s clearly noticeable to observers, although her physical appearance and traits (Touchstones, 
  
  Attributes, Skills, etc.) do not change. Each personality remembers what the other persona does 
  while the Variation is active, but only vaguely or as dreams. 
  If developing this Scar multiple times, each one is tied to a different alternate persona. 
  At Magnitude •, the persona’s basic goals are little different from the Remade’s normal one, and 
  the player determines when it takes (and relinquishes) control. Upon transforming, the Storyteller 
  may assign a new Aspiration appropriate for the alternate persona. The player may accept a Beat 
  to do something while portraying the new persona that sabotages the primary one, or for a 
  relationship from whichever persona isn’t currently dominant to cause complications. 
  At Magnitude ••, as the Magnitude • effect. In addition, once per chapter, at a time of the 
  Storyteller’s choosing, the alternate persona takes control until the end of the scene. The 
  Deviant’s player may make a Scar Resistance roll to resist this during the current scene, although 
  this means the Storyteller can invoke it again in a later scene. 
  At Magnitude •••, as the Magnitude •• effect, but the Broken’s player cannot deny this 
  transformation. 
  Deviations 
  • 
  Forgetful Persona (-1 Magnitude): The alternate persona doesn’t remember anything 
  that occurs while it is not dominant. 
  • 
  Blackouts (+1 Magnitude): The primary personality doesn’t remember anything the 
  alternate persona does while it is dominant. 
  • 
  Cross-Purposes (+1 Magnitude): The persona reallocates the character’s Touchstones; 
  they either treat all Loyalty Touchstones as Conviction ones, treat all Conviction Touchstones as 
  Loyalty ones, or swap all Touchstones to the opposite track. 
  • 
  Bestial (+1-4 Magnitude): When the Alternate Persona comes out, the Deviant loses 
  touch with her humanity. Sapient thought eludes her, and her higher brain functions erode. At 
  best, this causes stronger fight-or-flight instincts; at worst, it turns the Remade into a mindless 
  beast. 
  At +1, the persona suffers the Insane Tilt (p. XX) whenever they participate in violent conflict. 
  They can’t take more than a few seconds to discuss or consider their next action at any time. 
  At +2, the persona suffers the Bestial Condition (p. XX) instead, which either resolves as normal 
  or fades without granting a Beat at the end of the scene, whichever comes first. They can’t build 
  plans as equipment (p. XX) or plan ahead for a scene beyond the current one. 
  +3 functions as +2, but the Condition doesn’t fade at the end of the scene, afflicting both 
  personas until the Broken resolves it normally; and the alternate persona can’t spend Willpower 
  when taking actions that use Mental Skills. 
  +4 functions as +3, but the alternate persona can no longer tell friend from foe; the slightest 
  provocation prompts a senseless rampage or sends them fleeing uncontrollably from their own 
  Loyalty Touchstones. 
  Character Design: Alternate Persona 
  Make Alternate Persona the secondary Scar for an Involuntary Stimulus of “when 
  the character sleeps” using the Indelible Mark Deviation (p. XX) to portray a 
  
  somnambulant Deviant who lives a whole other life while sleepwalking. You could 
  even include the Nightmares Deviation (p. XX) to ensure this kind of sleep isn’t 
  restful. 
  Amnesia (• to •••••) 
  Keywords: Mental; Subtle 
  Important events in the Remade’s history fade from his memory. Perhaps his Divergence wiped 
  them from his mind, or his abilities take over so much of his consciousness that they push 
  relationships and identity out. Inevitably, the missing moments come back to haunt him now 
  when he least expects it. 
  At Magnitude •, scattered bits of the character’s past slip from his mind. He suffers the Persistent 
  Amnesia Condition (p. XX). 
  At Magnitude ••, as Magnitude •, and the character can’t remember one key event from his pre-
  Divergence life at all. The player may work with the Storyteller to decide what it is, or let the 
  Storyteller create one in secret to reveal over the course of the story. Rolls to remember details of 
  events or facts he learned before his Divergence suffer a −2. 
  At Magnitude •••, as Magnitude ••, but the character forgets several key events instead, and the 
  penalty increases to −4. 
  At Magnitude ••••, as Magnitude •••, but the character forgets a large contiguous chunk of his life 
  instead — at least several years. Revelations about his past inflict the Shaken or Guilty Condition 
  when they come up, chosen by the Storyteller. 
  At Magnitude •••••, the character is a blank slate, and remembers nothing at all from before his 
  Divergence. Revelations about his past force a Faltering roll for one of his Touchstones, chosen 
  by the Storyteller, as shameful secrets and dark intrigues he doesn’t remember affect his current 
  relationships. 
  Bane (• to •••••) 
  Keywords: Physical; Subtle; Repeatable 
  Something that should be harmless is anathema to the Broken, or something already harmful 
  (such as fire) is especially so for him. It could be a kind of substance or object, like ivory or 
  mirrors; energy, like bright light or the sound of sirens; or entity, like children or ghosts. 
  Exposure to his bane hurts and weakens him. It may be a side effect of the combined Variation, a 
  deliberate weakness his Progenitor baked into her, or a reaction to some aspect of his Divergence 
  that was so traumatic it causes physical pain to experience anything similar. 
  At Magnitude •, the character’s reaction to the bane resembles an allergic response. He might 
  suffer a rash, migraine, or eye irritation. You take a Beat whenever the bane complicates a scene 
  or when you capitulate to the demands of someone who inflicts it upon you (or threatens to do 
  so). 
  At Magnitude ••, as Magnitude •, and while the character touches the bane (or is otherwise 
  directly exposed, such as clearly hearing an aural bane), he can’t heal damage by any means. He 
  takes a point of bashing damage every minute of direct exposure (per turn, in action scenes). If 
  
  the bane ordinarily causes damage, upgrade the type of damage it deals (bashing to lethal to 
  aggravated). 
  At Magnitude •••, as Magnitude ••, but the damage is lethal, instead. A bane that is ordinarily 
  harmful inflicts one additional point of damage. 
  At Magnitude ••••, as Magnitude •••, but the damage is aggravated, instead. A bane that is 
  ordinarily harmful inflicts twice its usual damage. 
  Deviations 
  • 
  Rare (-1 Magnitude): The bane is very specific, such as a rare substance or a form of 
  radiation or supernatural energy not typically found outside of controlled settings. 
  • 
  Common (+1 Magnitude): As Rare and exclusive with it, the bane is instead 
  commonplace — such as temperatures above freezing or wood. 
  • 
  Draining (+1 Magnitude): Exposure to the bane reduces the Magnitude of all entangled 
  Variations by 1 per minute/turn until the end of the scene. 
  • 
  Paralyzing (+1 Magnitude): Exposure to the bane inflicts the Insensate or Stunned Tilt, 
  as the player decides when choosing this Scar. 
  Conspicuous Appearance (• to •••••) 
  Keywords: Physical, Social; Overt 
  The transformed stands out in a crowd. He leaves a clear trail of gossip and reports for 
  conspiracies to follow, and flying under the radar is difficult. His monstrous or eerily inhuman 
  appearance may frighten or revolt others. 
  Any Overt Variation or Scar is noticeable; this Scar is for characters whose permanent 
  appearances are particularly grotesque or attention-grabbing. Conspiracy rolls for surveillance 
  against the Deviant enjoy a bonus equal to half the Magnitude of Conspicuous Appearance 
  (rounded up). 
  At Magnitude •, the character’s features are uncommon, but forgettable. He may have 
  heterochromatic eyes, a sixth finger on each hand, or an unsettling grace; part of his body may 
  appear alien, gross, or terrifying. These features are easily concealable and have no mechanical 
  effects, but whenever they complicate his social interactions, you take a Beat. 
  At Magnitude ••, as Magnitude •, but the character’s features are notably strange and incite 
  people to talk about him, and they’re harder to conceal. He may have an odd skin color, like blue 
  or green, or his eyes might glow. The oddity might be too extensive or bulky to hide, or his 
  mannerisms or entire appearance might fall into the uncanny valley. In any scene in which the 
  character could attract unwanted attention, the player must roll Wits + Subterfuge, contested by 
  any observer’s Wits + Composure, to conceal his appearance from them. His Social rolls against 
  any Baseline character who notices his appearance lose the 10-again quality; in Social 
  maneuvering (p. XX), worsen their impression of him by one level. 
  At Magnitude •••, as Magnitude ••, but the change is barely concealable, inflicting a −3 to all 
  rolls to disguise or hide the character’s appearance. He suffers a Persistent version of the 
  Notoriety Condition (p. XX) among all characters, not just Baselines; it grants a Beat whenever 
  his appearance ruins his reputation or causes complications, and resolves only when he makes a 
  
  concerted effort to change a community’s opinion of him for the better. It reasserts itself 
  whenever he interacts with a new group or community after it resolves. 
  At Magnitude ••••, as Magnitude •••, but the character’s features are wholly unconcealable and 
  fantastical enough to make headlines, or he’s clearly part human, part something terrible. He 
  may have enormous wings or monstrous limbs and horns, float a few inches off the ground, or 
  leave contrails or fire wherever he goes. Observers automatically notice his appearance. Choose 
  one of the following when he acquires the Scar: 
  • 
  Terrible: All Social rolls he makes against Baselines use a chance die. The exception is 
  Intimidation rolls, which enjoy a +2 bonus. In Social maneuvering, any Baseline’s impression of 
  him is always hostile. 
  • 
  Monstrous: He suffers the Persistent Hunted Condition (p. XX), which reasserts itself at 
  the beginning of the next story each time it resolves. The hunters pursuing the Remade are not 
  part of the Web of Pain. Rather, they are people or supernatural creatures that regard him as a 
  dangerous threat that must be neutralized. 
  At Magnitude •••••, the character looks completely inhuman, suffering both Magnitude •••• 
  effects. 
  Dependency (• to •••••) 
  Keywords: Physical; Subtle; Repeatable 
  The Deviant is dependent on a particular kind of fuel, food, or medication. Without it, her body’s 
  natural processes gradually cease. Satisfying the dependency might be as simple as pumping 
  ordinary gasoline into the engine that powers her heart, or as precarious as needing an injection 
  of a serum that only her Progenitor knows how to make. 
  By default, the Broken needs something moderately difficult to acquire or consume, requiring 
  rolls of some kind, which always suffer a penalty equal to (4 - half Stamina, rounded up). It 
  could be a kind of animal meat local stores don’t sell, requiring her to hunt and kill it herself; a 
  common but awkward substance like gasoline, requiring a Crafts roll to hook a gas pump up to 
  her body properly, or an illegal drug requiring illicit dealings to acquire; or something that 
  requires a Resolve + Stamina roll to keep down, like blood, pure capsaicin, or chemicals not 
  meant for drinking. The player can only try once per scene. 
  Each instance of this Scar pertains to a different dependency. 
  At Magnitude •, the player may accept a Beat for the character to run out of the substance or end 
  up in a place where she can’t access it; for someone to steal her reserves; or for something to ruin 
  her supply, forcing her to embark on a dangerous mission to get more or letting the consequences 
  of missing a dose hinder her or her allies. 
  At Magnitude ••, if the Remade has not consumed a dose of the substance since the beginning of 
  the current chapter, she suffers deprivation symptoms until she does so. Choose one symptom 
  when developing this Scar: 
  • 
  Fatigued: The character suffers the Fatigued Condition (p. XX), which cannot be 
  resolved until she both sleeps and resumes the regimen. 
  • 
  Ill: The character does not heal naturally, cannot be healed supernaturally, and suffers a 
  point of bashing damage each day. 
  
  • 
  Sluggish: The Broken suffers a -3 penalty to Initiative and Speed, and a -2 penalty to 
  Physical actions. 
  • 
  Submissive: The Deviant suffers the Broken Condition. In action scenes, this is instead 
  the Beaten Down Tilt. 
  At Magnitude •••, choose two symptoms, instead. 
  At Magnitude ••••, choose three symptoms, instead. 
  At Magnitude •••••, the Remade suffers all four deprivation symptoms. 
  Deviations 
  • 
  Common (-1 Magnitude): What the Deviant needs is instead commonplace and easy to 
  consume, like aspirin, cat food, or just five times the daily calories a Baseline human would 
  require. 
  • 
  Rare (+1 Magnitude): As Common and exclusive with it. The Remade instead needs 
  something unique or hard to come by, like human flesh or a magical substance only found in one 
  place, or something that requires highly specialized and expensive equipment to get into her 
  body. Rolls to do so are always contested, representing some kind of opposition to obtaining 
  what she needs. 
  Fragility (• to •••••) 
  Keywords: Physical; Subtle 
  The Variation takes a toll on the Deviant’s body. It might sap his strength, transform his bones to 
  glass, or bleed him dry. Even if the problem is internal, it always shows — perhaps he becomes 
  deathly pale or unnaturally gaunt, or his skin literally turns to porcelain. 
  At Magnitude •, the character is unnaturally vulnerable to harm. The player may accept a Beat 
  for the character to become distracted by pain or temporarily incapacitated at an inopportune 
  moment, causing complications. 
  At Magnitude ••, the first time in a scene the character’s wound penalty increases, he suffers the 
  Stunned Tilt (p. XX) for one turn. 
  At Magnitude •••, as Magnitude ••, but the character suffers the Tilt every time his wound 
  penalty increases. 
  At Magnitude ••••, as Magnitude •••, but the character suffers the Immobilized Tilt (p. XX) 
  instead, and it lasts (6 - Stamina) turns. 
  At Magnitude •••••, as Magnitude ••••, and at the end of any scene in which the character took 
  damage, he suffers the Disabled Condition (p. XX), which doesn’t resolve until all of his damage 
  is completely healed. 
  Deviations 
  • 
  Weakened (+1-4 Magnitude): For each +1 Magnitude, subtract one box from the 
  character’s Health track, to a minimum of one box. 
  Frozen Heart (• to •••••) 
  Keywords: Social; Subtle 
  
  The Remade has more trouble than most expressing herself and letting other people in. A wall of 
  mechanical programming, deadened empathy, or even literal ice locks away her feelings. 
  At Magnitude •, the character stumbles in situations where emotional vulnerability would help, 
  or turns away support when she needs it most. The player can accept a Beat for the character to 
  do something dangerous alone or make a sacrifice to avoid opening up to someone. 
  At Magnitude ••, the character’s actions with untrained Social Skills take a -3 instead of the usual 
  -1. Reduce her maximum ratings in Empathy, Expression, and Persuasion by half this Scar’s 
  Magnitude (rounded up). 
  At Magnitude •••, as Magnitude ••, and the character gains the Stoic Condition (p. XX). It 
  reasserts itself at the beginning of the next chapter each time it resolves. 
  At Magnitude ••••, as Magnitude •••, but the player may no longer choose to fail an appropriate 
  roll or resistance to resolve the Stoic Condition — it must happen on its own. Also, when the 
  character acquires this Scar, choose either Loyalty or Conviction Touchstones; whenever she 
  would regain Willpower and heal Instability by upholding that type of Touchstone, she must 
  choose one benefit or the other instead of gaining both. 
  At Magnitude •••••, as Magnitude ••••, but its effects apply to both types of Touchstones. 
  Genetic Disorder (• to •••••) 
  Keywords: Physical; Subtle 
  The Deviant’s genes are defective, causing symptoms of a mysterious illness ordinary doctors 
  can’t properly diagnose or treat. 
  At Magnitude •, the character occasionally succumbs to bouts of fatigue and symptoms that 
  hinder him. The player may accept a Beat for the character to suffer harm or a setback due to his 
  illness. 
  At Magnitude ••, during action scenes, the character suffers the moderate Sick Tilt (p. XX). In 
  non-action scenes, the Deviant suffers a penalty to equal to half the Magnitude of Genetic 
  Disorder (rounded up) on actions that require physical strength or stamina. 
  At Magnitude •••, as Magnitude ••, and the character suffers the Fatigued Condition (p. XX) after 
  staying awake for six hours instead of 24. 
  At Magnitude ••••, as Magnitude •••, but the character’s Sick Tilt is grave instead. 
  At Magnitude •••••, as Magnitude ••••, and the character suffers a point of lethal damage from 
  the disease each day unless his player succeeds on a Scar Resistance roll. Supernatural or 
  specialized medical treatment from someone who has studied the Remade’s condition and has 
  access to the same kinds of methods employed in his Divergence can grant an equipment bonus 
  on this roll. 
  Glitch (• to •••••) 
  Keywords: Mental; Subtle 
  The Broken’s train of thought experiences hiccups — moments of static, abrupt flashbacks, 
  another being’s thoughts intruding on hers, or just gaps during which her mind blanks. She hears 
  voices, sees things that aren’t there, and feels phantom sensations on her skin. When the Scar is 
  at its worst, she completely loses time or invents companions and foes who don’t exist. 
  
  Whenever she suffers a mental or emotional Condition, her glitches should incorporate its 
  influence. 
  At Magnitude •, the character gets distracted at crucial moments and takes action based on 
  nonexistent stimuli. The player can accept a Beat for the character to automatically fail at an 
  important action or other goal due to these glitches. 
  At Magnitude ••, whenever the character spends a point of Willpower, she can’t spend more 
  within the current scene until the player chooses to automatically fail a roll first. 
  At Magnitude •••, as Magnitude ••, and whenever she spends Willpower, the character suffers the 
  Insane Tilt (p. XX) in an action scene or the Distracted Condition (p. XX) in other scenes. The 
  Distracted Condition imposed by this Scar resolves when the character heals any Instability or 
  chooses to fail an important action due to the Scar. 
  At Magnitude ••••, as Magnitude •••, but the Distracted Condition doesn’t resolve until the 
  character regains all Willpower. 
  At Magnitude •••••, as Magnitude ••••, and the character also suffers the Persistent Madness 
  Condition (p. XX), which cannot be resolved except by suppressing the Scar. 
  Hemophilia (• to •••••) 
  Keywords: Physical; Subtle 
  The Deviant’s blood is hungry to flow, pooling up inside him and pumping out of his veins any 
  chance it gets. Injuries are particularly lethal, and even minor blows can cause internal bleeding. 
  At Magnitude •, the character has trouble stopping his wounds from bleeding, and getting injured 
  is a serious concern. The player may accept a Beat for the character to suffer harm or a setback 
  due to his condition. 
  At Magnitude ••, whenever the character takes bashing damage in a Health box that causes 
  wound penalties, his leftmost point of bashing damage upgrades to lethal. 
  At Magnitude •••, as Magnitude ••, and whenever the character takes lethal or aggravated 
  damage in a Health box that causes wound penalties, he takes another point of lethal damage 
  automatically at the end of each subsequent turn. First aid or other medical attention halts the 
  automatic damage, but if the character takes additional lethal or aggravated damage afterward, 
  the Scar’s effects kick in again. 
  At Magnitude ••••, as Magnitude •••, and at the end of any scene in which the character takes any 
  damage, he suffers the Fatigued Condition (p. XX). 
  At Magnitude •••••, as Magnitude ••••, but the effects apply when the character takes the 
  appropriate type of damage in any box, not just ones that cause wound penalties. 
  Deviations 
  • 
  Sickly (+1-4 Magnitude): For each +1 Magnitude, subtract one box from the character’s 
  Health track, to a minimum of one box. 
  Lying Eyes (• to •••••) 
  Keywords: Social; Subtle 
  
  The Deviant has trouble convincing others she’s sincere even when she’s being completely 
  truthful. Something about the way she speaks or carries herself engenders mistrust, regardless of 
  her actual intent. Many transformed with this Scar throw up their hands and become habitual 
  liars to bury their frustration, but some refuse, choosing instead to let their actions speak for 
  them. 
  At Magnitude •, trying to tell the truth or convince someone to trust her backfires on the 
  character in ways ranging from inconvenient to disastrous. The player may accept a Beat for the 
  character to come across as shady or deceitful when she’s trying to be honest and benign, 
  automatically dramatically failing a Social action without rolling. 
  At Magnitude ••, the character suffers the Notoriety Condition (p. XX) whenever she interacts 
  with strangers or people who have met her for the first time within the current scene. It resolves 
  when she wins a given person’s trust through rolled actions or deeds, but applies again next time 
  she meets someone new. 
  At Magnitude •••, as Magnitude ••, and reduce all first impressions the character makes on any 
  stranger by one level; every failure on a Social roll dealing with people she just met is a dramatic 
  one. 
  At Magnitude ••••, as Magnitude •••, but the Magnitude •• effects apply whenever she interacts 
  with anyone other than close friends and those whose trust she actively earns. 
  At Magnitude •••••, as Magnitude ••••, but strangers and people who have just met the character 
  automatically have hostile first impressions of her, and she can only improve them by appealing 
  to their Vices or using leverage until she definitively earns their trust. 
  Maintenance (• to ••••) 
  Keywords: Mental, Physical; Subtle 
  The part of the Remade’s body or mind that provides the Variation breaks down without regular 
  care. He may require medical attention, mechanical upkeep, emotional centering, or psychic 
  cleansing. 
  At Magnitude •, the Variation stops working at inopportune moments, requiring a few minutes of 
  maintenance to function again. The player may accept a Beat for the Variation to cut out when it 
  would cause significant setbacks for the character or his allies. 
  At Magnitude ••, at the end of each story, the player takes a Build Equipment action (p. XX) to 
  perform a “repair,” using a roll appropriate to the type of maintenance he needs. Literally 
  repairing a bionic arm uses Dexterity + Crafts, performing spot surgery uses Dexterity + 
  Medicine, meditation uses Composure + Wits, and so on. The effective difference between the 
  current and desired “equipment bonus” for purposes of the repair roll is equal to Maintenance’s 
  Magnitude. The Fragile and Volatile Conditions (p. XX) apply to the entangled Variations, when 
  applicable. Resolving Fragile means the Variation stops functioning for the rest of the scene; 
  resolving Volatile means the Variation keeps working but inflicts a minor Instability on the 
  character in addition to the usual dramatic failure effects. The player can make Variation repair 
  rolls as jury rigging actions if he wants to do it more quickly. 
  In some cases, another character can take the Maintenance action instead — for instance, to 
  perform mechanical repairs, surgery, or therapy. Variations and other supernatural effects that 
  repair or heal in the appropriate way can substitute for the usual Maintenance action. 
  
  At Magnitude •••, as Magnitude ••, but the player must roll at the end of each chapter instead. 
  Resolving Fragile also inflicts a level of lethal damage; resolving Volatile inflicts a medium 
  Instability instead. 
  At Magnitude ••••, as Magnitude •••, but the player must roll at the end of each scene instead. 
  Resolving Fragile inflicts a level of aggravated damage instead; resolving Volatile inflicts a 
  major Instability instead. 
  Misfortune (• to •••••) 
  Keywords: Social; Subtle 
  The Broken is supremely unlucky, subject to some cosmic curse or quirk of fate. At best, this 
  misfortune is a nagging inconvenience for her; at worst, it puts her loved ones in danger as well 
  and defines her by the maelstrom of catastrophes that follow in her wake. 
  At Magnitude •, little things make the character’s life more frustrating anytime luck is a factor. 
  Traffic lights turn red just as she approaches, she always draws the short straw and performs 
  poorly in games of chance, and any uninformed guess she makes is wrong. The player may 
  accept a Beat for the character to automatically fail at any significant action random factors 
  could influence, or for some other misfortune to befall her in the current scene. 
  At Magnitude ••, at the beginning of each chapter, and whenever the character spends 
  Willpower, the Storyteller marks down a point of active Misfortune. Once per scene, they may 
  cash this Misfortune in to do one of the following: subtract three dice from the player’s pool; add 
  three dice to an opposing Storyteller character’s pool; turn a normal failure the player rolls into a 
  dramatic one; have an opponent win a tied contested roll; force the player to roll one action twice 
  and take the worse result; or experience some other notable, if temporary, setback. All unused 
  Misfortune vanishes at the end of the chapter. 
  At Magnitude •••, as Magnitude ••, but the Storyteller can spend the Remade’s Misfortune to 
  affect her, any of her Loyalty Touchstones, or any member of her cohort. They may do so once 
  per character per scene, but only once per action. If another player’s character would suffer harm 
  or significant inconvenience from a Misfortune, that player receives the Beat, and any player can 
  accept a Beat for their character to automatically fail at any significant action random factors 
  could influence, once per scene per player. If multiple members of the cohort possess this Scar at 
  Magnitude 3+, their per-chapter limits stack, although the once-per-action limit still applies. 
  At Magnitude ••••, as Magnitude •••, and whenever a threat has access to any of the character’s 
  allies or Loyalty Touchstones, that person is first in line for danger. Whenever the player makes 
  a roll for her character to aid or protect one of these people, directly or indirectly, she rolls it 
  twice and chooses the worse result whether the Storyteller spends Misfortune or not. 
  Additionally, the Storyteller gains Misfortune anytime any of the cohort’s members spends 
  Willpower. 
  At Magnitude •••••, as Magnitude ••••, and the Storyteller may now spend as many Misfortune 
  on a single action as they like, stacking effects where it makes sense, or imposing serious, long-
  lasting setbacks. Per-scene limits still apply; dice bonuses and penalties from Misfortune can’t 
  exceed -5 on any given roll. 
  Missing Limb (• to ••••) 
  Keywords: Physical; Overt 
  
  The Variation removes one or more of the Remade’s limbs, or renders them unusable somehow. 
  Perhaps he has a machine gun where his arm should be, or a sacred flame bestowed upon him the 
  power to control fire but burned his legs beyond saving in the process. 
  At Magnitude •, the character is missing one or more limbs, but it only impairs him in dramatic 
  moments the player chooses. He may accept a Beat to suffer a major setback due to the 
  character’s lack. 
  At Magnitude ••, the character is missing one limb, which the player chooses when he acquires 
  this Scar. He permanently suffers either the Arm or Leg Wrack Tilt (p. XX) for the appropriate 
  limb in action scenes. 
  At Magnitude •••, as Magnitude ••, but the character is missing two limbs; he permanently 
  suffers the Arm or Leg Wrack Tilt for both of the appropriate limbs, or both Tilts for one each, in 
  action scenes. 
  At Magnitude ••••, as Magnitude •••, but the character is missing all four limbs. He permanently 
  suffers both the Arm and Leg Wrack Tilts for both limbs in action scenes, and the Persistent 
  Disabled Condition (p. XX). 
  Murderous Urge (• to •••••) 
  Keywords: Mental; Subtle 
  The vengeance that lives in the Deviant’s heart spills over into action more often than it should. 
  No matter how diligently she disciplines herself or how often she promises to stay her hand next 
  time, it never gets any easier to resist the need for blood. 
  At Magnitude •, the character often reacts more violently than a situation calls for. The player 
  can accept a Beat for the character to employ disproportionate or inappropriate violence, when it 
  would cause problems for her or her allies. At Magnitude 1, physical intimidation or fist-fighting 
  suffices. 
  At Magnitude ••, the character escalates veiled threats to blatant ones, blatant threats to violence, 
  and violence to deadly force. Anytime an opportunity to do so arises, the player must make a 
  successful Scar Resistance roll to stop herself from escalating. Friendly sparring doesn’t prompt 
  this roll, but anything else is fair game. Each consecutive failed roll to resist further violence 
  grants a +1 bonus on future such Scar Resistance rolls. 
  At Magnitude •••, as Magnitude ••, but if the player fails the Scar Resistance roll or chooses to 
  forgo it, the character continues trying to deal lethal damage even if she achieves her original 
  intent in the scene. She doesn’t stop until she kills someone, or until she’s forcibly prevented 
  from causing harm for (6 - Scar Resistance) turns. 
  At Magnitude ••••, as Magnitude •••, but a single kill doesn’t sate the character’s bloodlust. Once 
  her original victim is dead, she must succeed at this Scar’s roll again or find another target, 
  although she won’t harm her Loyalty Touchstones or members of her cohort. To the Broken in 
  this state, “foe” is a relative term; she targets a waitress who got her order wrong or a stranger 
  who cut her off on the highway if no real enemies are nearby, and nothing stops her from 
  provoking people into pissing her off. 
  At Magnitude •••••, as Magnitude ••••, but anyone is fair game for the character’s violent urges, 
  including Loyalty Touchstones and cohort members. Upon dramatically failing the roll to resist 
  
  the urge, the player may not roll again to prevent the character from killing one victim after 
  another; the rampage lasts until the scene ends or something forcibly prevents her from 
  continuing for (6 - Scar Resistance) turns. 
  Native Environment (• to •••••) 
  Keywords: Physical; Subtle 
  The transformed is only at home in a particular environment, such as in the water, in 
  temperatures below freezing, or in the forest. The longer he languishes outside his native 
  environment, the more it hurts him. 
  At Magnitude •, the character treats any non-native environment as a level 1 extreme 
  environment (p. XX). Environments especially opposed to the character’s native one count as 
  one level higher; for instance, if his native environment is temperatures below freezing, a roaring 
  fireplace filling a room with heat would be harder to deal with. The player may accept a Beat for 
  the character to suffer hardships due to a non-native environment, or to be unexpectedly removed 
  from his native one at an inopportune moment. 
  At Magnitude ••, as Magnitude •, and if the character spends more than a scene outside his native 
  environment, he suffers from an appropriate Tilt until he returns to it. For instance, if his native 
  environment is temperatures below freezing, he might suffer the Extreme Heat Tilt outdoors in 
  springtime. 
  At Magnitude •••, as Magnitude ••, but non-native environments become level 2 instead, and the 
  character always suffers an appropriate Tilt outside his native environment even if he hasn’t 
  spent a whole scene there. 
  At Magnitude ••••, as Magnitude •••, but non-native environments become level 3 instead, and 
  the character’s native environment narrows in scope or becomes more extreme. Using the 
  examples above, he now needs salt water, sub-zero temperatures, or a forest with a specific kind 
  of vegetation. 
  At Magnitude •••••, as Magnitude ••••, but non-native environments become level 4 instead. 
  Paranoia (• to •••••) 
  Keywords: Mental, Social; Subtle 
  All Deviants feel hunted, but this Scar ramps up the Remade’s paranoia to unhealthy levels. She 
  reacts with suspicion to anything that defies her expectations, and trusts no one at all other than 
  her Loyalty Touchstones. 
  At Magnitude •, the character reacts with unwarranted suspicion to anything out of the ordinary, 
  and constantly believes she’s being watched or manipulated. The player may accept a Beat for 
  this mistrust to cause significant setbacks. 
  At Magnitude ••, as Magnitude •, and whenever someone acts in a way that contradicts the 
  character’s idea of how they normally behave based on her personal experience, or something 
  happens that falls outside her normal routine, her payer rolls Scar Resistance. If this roll fails, the 
  Remade suffers a -2 to perception-based rolls, Social actions, and any dice pools to draw on 
  Social Merits such as Allies or Contacts until the end of the scene. The anomaly needn’t be 
  violent or harmful; if the character’s normal routine includes fighting and mayhem, an act of 
  unexpected generosity or kindness could spark her Paranoia. 
  
  At Magnitude •••, as Magnitude ••, and while the penalties apply, the Storyteller makes all rolls 
  to contest the Remade’s Social and perception-based actions against any Storyteller character she 
  doesn’t implicitly trust in secret, and gives the player misinformation when she fails. The 
  character gains the Spooked Condition whenever the effects kick in; this Condition doesn’t fade 
  at the end of the scene, requiring normal resolution. 
  At Magnitude ••••, as Magnitude •••, and whenever Paranoia kicks in, the Broken treats a 
  relevant character of the Storyteller’s choice as a temporary Conviction Touchstone that is not 
  associated with a dot of Conviction. Any Storyteller character is eligible except the Deviant’s 
  Loyalty Touchstones. The Scar’s effects don’t fade at the end of the scene, instead only ending 
  when the temporary Conviction Touchstone achieves exceptional success on an action to 
  persuade the transformed they’re trustworthy, or otherwise makes a grand and convincing 
  gesture to that effect. The Spooked Condition must resolve as normal. 
  At Magnitude •••••, as Magnitude ••••, and while Paranoia’s effects are in play, all of the 
  character’s Loyalty Touchstones become Conviction ones as well. 
  Phobia (• to ••••) 
  Keywords: Mental; Subtle; Repeatable 
  The Remade is irrationally afraid of something that played a role in his Divergence or in the 
  development of the combined Variation. A character who spent weeks in a small tank during his 
  Divergence might suffer claustrophobia, while one who gained a Variation by accidentally 
  merging with a spider might suffer arachnophobia. 
  By default, this phobia is one that is likely to come into play no more often than once per chapter 
  — like a fear of snakes, heights, or deep water. 
  Each instance of Phobia pertains to a fear of something different. 
  At Magnitude •, the character’s Phobia may drive him to abandon plans, act irrationally, or put 
  his cohort in danger. The player can accept a Beat for the fear’s source to appear unexpectedly in 
  a scene and cause complications. 
  At Magnitude ••, whenever the character encounters the Phobia’s source, he can’t willingly 
  approach it without his player succeeding on a Scar Resistance roll. If he does confront it, 
  willingly or not, he suffers a penalty equal to (6 - Scar Resistance) to all actions until the source 
  is no longer present. He may attempt to face this fear up to once every few minutes (once per 
  turn, in action scenes), and each successive Scar Resistance roll enjoys a bonus equal to the 
  number of previous failed rolls to do so. 
  At Magnitude •••, instead, whenever the character encounters the Phobia’s source, he suffers the 
  Frightened Condition (p. XX). In action scenes, if he can’t escape the source, he suffers the 
  Insensate Tilt (p. XX). He must spend a Willpower point to try to resist any attempt to use his 
  Phobia as a threat against him, and suffers a penalty equal to (6 - Scar Resistance) to do so. 
  Deviations 
  • 
  Rare (-1 Magnitude): The Broken fears an exotic creature or object or an unlikely 
  situation, such as vampires, horseshoes, or being buried alive. It is unusual for him to encounter 
  the object of his fear more than once per story. 
  
  • 
  Common (+1 Magnitude): The Remade fears something commonplace, such as a fear of 
  the dark, open spaces, or birds. It is common for him to encounter the object of his fear more 
  than once per chapter. 
  Relentless Variation (• to •••••) 
  Keywords: Any; Subtle; Repeatable; Toggled 
  The Variation entangled with the Scar is always active, and the Remade can’t toggle it off. At 
  best, she must take measures to bring it under control. At worst, she can’t. 
  This Scar cannot be entangled with any Directed Variations. The entangled Variations behave as 
  though they and the Scar are both Persistent and Perpetual (granting a +5 bonus to Clash of Wills 
  rolls involving them). In addition, choose one: 
  • 
  Inescapable: Choose another Persistent Scar (the secondary Scar). All Variations 
  combined with this Scar also suffer the secondary Scar. The Deviant cannot suppress the 
  entangled Variations at all — not even temporarily. 
  • 
  Suppressible: Choose a Controlled Scar (the secondary Scar). The Broken can 
  temporarily suppress an entangled Variation by “activating” it, which requires a successful Scar 
  Resistance roll and carries the consequences of the secondary Scar. Tribulation costs Willpower, 
  for example, and Perilous Variation inflicts damage, but in doing so, they suppress the Variation 
  for the duration of its normal activation (typically a scene). 
  In either case, if all the entangled Variations are Subtle, the Magnitude of this Scar is equal to 
  that of the secondary Scar. If at least one of the entangled Variations is Overt, the Magnitude of 
  this Scar is one greater than that of the secondary Scar. 
  Relentless Variation and Power Failure 
  When using the Suppressible option, Power Failure is a special case, reflecting as 
  it does some countermeasure or suppression device the Broken uses to tamp down 
  her unruly Variations — such as a special article of clothing, continual exposure to 
  a radio signal, or regular injections of a stabilizing serum. While this is their main 
  purpose within the story, an enemy could deploy them to disable the transformed’s 
  Variations, or the Deviant might find herself in an environment where the 
  countermeasures are in place and she can’t remove them in order to use her 
  Variations. Thus, the combination of Power Failure and Relentless Variation is a 
  double-edged sword. 
  For that reason, Power Failure is always treated as a Magnitude ••• Scar when it is 
  Relentless Variation’s secondary Scar, and the Common and Rare Deviations are 
  not allowed. However, the countermeasure can be as easy to bring into play (or as 
  rare and difficult to apply) as the player wishes. The player similarly decides the 
  following at the time he purchases this Scar: 
  Off: Does application of the countermeasure neutralize the Variation immediately, 
  or does it take time to do so? If gradual, does the Variation lose Magnitude every 
  interval of time (measured in turns in action scenes, minutes in other scenes), or 
  does it switch off on a delay? 
  On: Does removal of the countermeasure cause the Variation to manifest at full 
  strength immediately, or does it take time to do so? If gradual, does the Variation 
  
  gain Magnitude every interval of time (turns in action scenes, minutes in other 
  scenes), or does it switch on after the delay? 
  Minimum: Once the countermeasure is removed, can it be reapplied right away, or 
  is it impossible to do so for a period of time (measured in turns in action scenes, 
  minutes in other scenes) or until the end of the scene? 
  Sensory Deprivation (• to •••••) 
  Keywords: Physical; Subtle; Repeatable 
  The Deviant loses the use of one his five natural senses. He may show no outward signs, or his 
  eyes may fall out of his skull or disappear entirely. 
  Each instance of Sensory Deprivation affects a different sense. This means a player can acquire 
  this Scar up to five separate times, at different Magnitudes. 
  At Magnitude •, the character can’t taste anything. The Storyteller should impose situational 
  modifiers and other minor effects when appropriate; for instance, the character doesn’t notice 
  poison in his tea, but he also never needs to roll Stamina to eat something that tastes vile. 
  At Magnitude ••, as Magnitude •, but the character can’t smell anything, instead. He doesn’t 
  notice smoke from a nearby fire or toxic gas in the air, but never needs to worry about vomiting 
  in a room full of decaying corpses. 
  At Magnitude •••, the character can’t hear. He suffers the Persistent Deaf Condition (p. XX), 
  which becomes the Deafened Tilt (p. XX) for both ears during action scenes. 
  At Magnitude ••••, the character can’t see. He suffers the Persistent Blind Condition (p. XX), 
  which becomes the Blinded Tilt (p. XX) for both eyes during action scenes. 
  At Magnitude •••••, the character suffers an almost complete physical numbness; he can feel only 
  the most intense sensations and has trouble moving. The character suffers the Disabled Condition 
  (p. XX), and the player’s base pool for all Physical actions and perception rolls that rely on touch 
  sensitivity is a chance die. However, wound penalties don’t affect his dice pools until they reach 
  -5. 
  Silence (• to •••) 
  Keywords: Social; Subtle 
  The transformed can’t effectively communicate through speech. She might lose her voice, her 
  tongue, or even her entire mouth. A mystical curse might prevent her from speaking, or she 
  might speak in glossolalia or an untranslatable alien language. 
  At Magnitude •, the character has trouble making herself heard or understood when she speaks. 
  The player can accept a Beat for her limited powers of speech to cause complications. 
  At Magnitude ••, as Magnitude •, and the character can barely communicate orally. Reduce her 
  maximum ratings in Persuasion, Socialize, and Subterfuge by this Scar’s Magnitude. Anytime 
  she suffers the Immobilized Tilt (p. XX) or otherwise can’t express herself via body language or 
  writing, she also suffers a -2 penalty on all relevant Social rolls. 
  At Magnitude •••, as Magnitude ••, and the character can’t speak at all, although she can still 
  communicate in writing or through sign language. In situations where she can’t use body 
  
  language or write to express herself, she can’t perform Social actions with the above three Skills 
  at all. 
  Sluggish Metabolism (•• to •••) 
  Keywords: Physical; Subtle 
  The Remade’s natural processes slow down, making it harder for him to recover from injury and 
  illness. 
  At Magnitude ••, the character’s wounds heal at half their usual rate. For instance, a point of 
  bashing damage takes 30 minutes to heal rather than 15, while a point of lethal takes four days 
  rather than two. Add one to the Toxicity of any poison he suffers. Rolls to avoid damage from 
  diseases take a −2 penalty. 
  At Magnitude •••, as Magnitude ••, and any moderate Sick or Poisoned Tilt he suffers is grave 
  instead (p. XX). 
  Subliminal Conditioning (• to •••••) 
  Keywords: Mental, Social; Subtle 
  The Broken doesn’t always have control over her own actions, whether it’s because another 
  entity takes up residence inside her mind and plays tug of war with her free will, or because she 
  was once programmed to follow certain protocols that occasionally reassert themselves. 
  At Magnitude •, the character is conditioned to respond to a specific stimulus, such as a 
  particular song or the secret sign of the conspiracy that changed her, in a predetermined way. The 
  response is a single, noteworthy action, such as replying with a particular phrase or making a call 
  to a phone number she subconsciously memorized. The player may accept a Beat to succumb to 
  this compulsion when it would create complications. 
  At Magnitude ••, as Magnitude •, but the compulsion lasts a number of minutes (or turns in 
  action scenes) equal to (6 - Scar Resistance) and requires more meaningful action or prohibits a 
  certain kind of action. This control isn’t direct, and she has some flexibility in how she interprets 
  the conditioning, but those who know what it is can manipulate her into situations where she has 
  little choice in how to respond. If a compulsion would force the Remade to Falter, her player 
  may make a Scar Resistance roll to resist it until the end of the scene or until exposed to the 
  stimulus again. 
  At Magnitude •••, as Magnitude ••, and someone who exploits the conditioning can issue direct 
  commands the character must obey until the compulsion ends. She can bend the spirit of these 
  commands if the wording allows wiggle room, but must adhere to the letter. She can’t be 
  commanded to do anything that would take her longer than the compulsion’s duration to carry 
  out, although if she possesses inhuman speed or other capabilities that enable her to do things 
  others couldn’t in that time, those actions are fair game. Any Scar Resistance to avoid Faltering 
  only allows her to resist the compulsion for a single action/turn, rerolling on successive turns 
  until the duration elapses. 
  At Magnitude ••••, as Magnitude •••, but the compulsion lasts until the end of the scene or for 
  several hours. The Remade may attempt to suppress this compulsion for minutes/turns equal to 
  Scar Resistance with a successful Scar Resistance roll. This roll is allowed once every (6 - Scar 
  
  Resistance) minutes/turns and enjoys a bonus equal to the number of consecutive failed Scar 
  Resistance roll that preceded it. 
  Deviations 
  • 
  Rare (-1 Magnitude): The stimulus is very specific or requires special equipment to 
  deploy — such as a genetically engineered perfume or a passphrase broadcast on a particular 
  radio frequency. 
  • 
  Common (+1 Magnitude): The stimulus is a common one that could easily occur by 
  accident, such as the presence of fire or the sight of a popular coffee shop logo. 
  • 
  Complex (+1 Magnitude): The Broken has been conditioned to respond to a variety of 
  different stimuli in varying ways. The Storyteller may choose one or more additional secret 
  stimuli that may or may not be discoverable, deploying these not more often than once per 
  chapter. 
  Suppression (••• to •••••) 
  Keywords: Any; Subtle; Repeatable 
  The Variation suppresses some fundamental aspect of the Deviant’s natural ability, whether it 
  makes him slower on the uptake, less savvy, weaker, or more bumbling. 
  Each instance of Suppression reduces a different Attribute. 
  At Magnitude •••, choose one Attribute when the character acquires this Scar. Reduce his 
  effective rating in that Attribute by one. This affects derived traits as well. Match the Scar’s 
  Attribute category to the suppressed Attribute. The player can’t take this Scar if it would reduce 
  an Attribute to 0, and he can never raise its effective rating above 3. 
  At Magnitude ••••, as Magnitude ••, but reduce the chosen Attribute by two effective dots, 
  instead, and the maximum rating is 2. 
  At Magnitude •••••, as Magnitude ••••, but the reduction is instead three dots, with a maximum 
  rating of 1. 
  Thin Skin (•• to ••••) 
  Keywords: Physical; Subtle 
  The Remade’s skin is paper-thin, and she bruises easily. Wounds and physical trauma have 
  noticeably dramatic effects. 
  At Magnitude ••, the character starts suffering wound penalties one box further to the left than 
  usual when that box fills with damage. For each additional dot of Magnitude, the first box that 
  causes wound penalties is one further to the left. These penalties start at −1, as usual, and 
  increase by one per box from left to right, but can’t exceed −5. 
  Standard Deviations 
  While many Deviations are Scar-specific, as noted above, some can apply to any Scar that fits 
  the Deviation’s prerequisites. Where a Scar’s effects are based on its Magnitude, use its base 
  Magnitude before applying any Standard Deviations. 
  Disfiguring Scar 
  
  Scar Type: Any 
  +1 Magnitude: This Deviation must be applied to a Subtle Scar that is entangled with only 
  Subtle Variations. A normally innocuous Scar is glaringly obvious to observers. The Scar, all its 
  Variations, or both are Overt, instead — as decided by the player when he applies this Deviation. 
  Indelible Mark 
  Scar Type: Involuntary 
  +1-4 Magnitude: In addition to being Involuntary, all Variations combined with the Scar this 
  Deviation modifies (the primary Scar) carry an additional Persistent Scar (the secondary Scar) 
  chosen when the character acquires the primary one. Increase the primary Scar’s Magnitude by 
  the Magnitude of the secondary one. If the character possesses multiple Scars with this 
  Deviation, choose a different secondary Scar for each one. The secondary Scar only manifests 
  when any of the combined Variations is active. 
  Either the primary or secondary Scar must be Magnitude •• or higher (before applying any 
  Standard Deviations) in order to benefit from this Deviation. 
  • 
  Continual (+1 Magnitude): The secondary Scar instead manifests continually, as though 
  it were combined with a Persistent Variation. 
  Identifier 
  Scar Type: Any 
  +1 Magnitude: Using the entangled Variations leaves behind evidence that investigators or 
  conspirators can find later. A power fueled by nuclear fission might create an obviously 
  irradiated area; an attack power might incidentally wither all plants nearby; or a psychic power’s 
  backlash might kill all small animals in the vicinity. All rolls to investigate, find, or track the 
  character achieve exceptional success on three successes instead of five if she’s used the 
  Variation within the last chapter. This includes conspiracy surveillance actions (p. XX). Only 
  one Scar can have this Deviation. 
  +2 Magnitude: The Deviation instead applies to all the Remade’s Variations. 
  Nightmares 
  Scar Type: Persistent 
  +1 Magnitude: The Scar and its lingering effects on the character’s psyche are so disturbing that 
  every moment she spends asleep is a moment of torment. She either doesn’t dream at all, causing 
  disorientation and hallucinations upon waking, or she dreams in pitch black and blood red — 
  unnatural, brutal nightmares that shred her mind and offer no insight. She never truly rests, and 
  doesn’t recover Willpower when she sleeps. 
  Only one Scar can have this Deviation. 
  Rebellious Variation 
  Scar Type: Involuntary 
  +1 Magnitude: At least one of the entangled Variations must be Directed or have Directed 
  effects accessible to the Deviant. Once per scene, when the player’s Scar Finesse roll to direct an 
  effect of an entangled Variation results in a failure, the Storyteller may choose (or randomly 
  
  select) an alternate target and effect for the Variation, treating it as a minimally successful use of 
  the effect. The Broken’s player takes a Beat. 
  Short Circuit 
  Scar Type: Involuntary 
  +1-4 Magnitude: In addition to being Involuntary, all Variations combined with the Scar this 
  Deviation modifies (the primary Scar) carry an additional Controlled Scar (the secondary Scar) 
  chosen when the character acquires the primary one. The secondary Scar only applies when the 
  Variation activates involuntarily. Increase the primary Scar’s Magnitude by (the Magnitude of 
  the secondary one - 1), to a maximum of Magnitude 5. 
  Either the primary or secondary Scar must be Magnitude •• or higher (before applying any 
  Standard Deviations) in order to benefit from this Deviation. 
  In cases where the secondary Scar has variable results based on the number of successes the 
  player achieved on the activation roll, make a Scar Finesse roll. 
  Wild Variation 
  Scar Type: Any 
  +1 Magnitude: The Remade lacks nuance or restraint with the entangled Variations, all of which 
  must have the Tiered keyword and must be at least Magnitude ••. Entangled Variations become 
  Discrete, allowing the Broken to wield them only at their maximum potency or to access only a 
  single effect. This Scar should not be permitted for effects that allow access to all effects of a 
  lower Magnitude, such as Flight. 
  Choosing Scars 
  Like Variations, Scars are highly flexible and modular, allowing for a massive array 
  of combinations and character concepts. Certain combinations of Variations, Scars, 
  and Deviations might render the Scars’ intended drawbacks ineffective or make the 
  game less fun for other players — the book can’t take every possible permutation 
  into account. In cases like this, always err on the side of staying true to the spirit 
  and themes of the game, and choose another combination or bend the rules as-
  written to make the pairing viable as a fun and dramatic Scar that complicates the 
  Deviant’s life and, at higher Magnitudes, can be deadly or otherwise ruinous. The 
  Storyteller is the final arbiter of these decisions and may disallow disruptive or 
  nonsensical combinations of Variations, Scars, and Deviations where needed. 
  [FORMAT AS A QUICK REFERENCE PAGE WITH A SERIES OF TABLES A 
  BIT LIKE THE ONES FOR CONDITIONS AND TILTS ON CHRONICLES OF 
  DARKNESS P. 287.] 
  Variation Quick Reference 
  Universal Variations 
  [TABLE] 
  Variation Name (Magnitude Range) Summary 
  Keywords 
  
  Aquatic (• to •••) 
  Underwater movement and survival. Subtle; Perpetual, Tiered 
  Bioluminescence (• to •••••) Generate light. Overt; Tiered, Toggled 
  Boneless (• to ••••) 
  Contort, squeeze, or stretch body, or transform into liquid or gas. Overt; 
  Tiered Toggled 
  Brachiation (• to •••) Climbing and jumping. 
  Overt; Reflexive, Tiered, Toggled 
  Camouflage (• to •••••) 
  Hiding or turning invisible. 
  Subtle; Tiered, Toggled 
  Carapace (• to •••••) Armored hide. Subtle; Discrete, Perpetual 
  Electrokinesis (• to •••••) 
  Control electricity. 
  Overt; Directed, Tiered, Toggled 
  Enhanced Speed (• to ••••) 
  Fast movement. 
  Overt; Reflexive, Tiered, Toggled 
  Environmental Adaptation (• to •••••) Environmental resistance. 
  Subtle; Discrete, Perpetual, 
  Reflexive 
  Face Thief (• to •••••) Disguises Deviant as someone else. Overt; Tiered, Toggled 
  Flight (• to •••••) 
  Aerial movement. 
  Overt; Reflexive, Tiered, Toggled 
  Gigantic (• to •••••) 
  Deviant’s Size increases. 
  Overt; Tiered, Toggled 
  Healing Touch (• to •••••) 
  Heal others’ injuries. Overt; Tiered, Toggled 
  Holographic Projection (• to •••••) 
  Create illusions. 
  Overt; Directed, Tiered, Toggled 
  Hyper-Competence (• to •••) Mastery of a Skill. 
  Subtle; Discrete, Perpetual, Reflexive 
  Immunity (• to •••) 
  Invulnerabilities. 
  Subtle; Discrete, Perpetual, Reflexive 
  [Descriptor] [Skill] Lash (• to •••••) Special attack. Overt; Discrete, Toggled 
  Miniaturization (• to ••••) 
  Deviant shrinks. 
  Overt; Discrete, Toggled 
  Out of Phase (• to •••••) 
  Pass through solid objects. 
  Overt; Tiered, Toggled 
  Pyrokinesis (• to •••••) Control fire. 
  Overt; Directed, Tiered, Toggled 
  Shadow Selves (• to •••••) 
  Create decoys. Overt; Tiered, Toggled 
  Shadows of the Past (• to •••••) 
  View the past. Subtle; Tiered, Toggled 
  Specialized Sense (• to •••) 
  Improved senses. 
  Subtle; Discrete, Perpetual, Reflexive 
  Storm-Caller (•• to •••••) 
  Create Extreme Environments and Environmental Tilts. 
  Overt; 
  Tiered, Toggled 
  Superhuman [Attribute] (• to •••••) 
  Improved Attribute. Subtle; Perpetual, Reflexive 
  Telekinesis (• to •••••) Move objects without touching them. Overt; Directed, Tiered, Toggled 
  Translocation (• to •••••) 
  Teleportation. Overt; Tiered, Toggled 
  [END TABLE] 
  Cephalist Variations 
  [TABLE] 
  
  Variation Name (Magnitude Range) Summary 
  Keywords 
  Astral Travel (• to •••••) 
  Dream powers and astral projection. Subtle; Tiered, Toggled 
  Body Snatcher (• to •••••) 
  Sense riding and possession. Subtle; Directed, Tiered, Toggled 
  Creeping Dread (• to •••••) 
  Create fear. 
  Subtle; Tiered, Toggled 
  Memory Theft (• to •••••) 
  Steal and erase memories. 
  Subtle; Directed, Tiered, Toggled 
  Telepathy (• to •••••) Mind-to-mind communication. 
  Subtle; Directed, Tiered, Toggled 
  [END TABLE] 
  Chimeric Variations 
  [TABLE] 
  Variation Name (Magnitude Range) Summary 
  Keywords 
  Animal Transformation (•• to •••••) Change into an animal. 
  Overt; Discrete, Toggled 
  Hybrid Form (•• to •••••) 
  Activate multiple Variations simultaneously. Overt; Discrete, 
  Toggled 
  Mimicry (• to •••••) 
  Hide Scars. 
  Subtle; Tiered, Toggled 
  Pheromones (• to •••••) 
  Blend in socially. 
  Subtle; Directed, Tiered 
  Predator’s Cunning (• to ••••) Situational awareness. Subtle; Perpetual, Reflexive, Tiered 
  [END TABLE] 
  Coactive Variations 
  [TABLE] 
  Variation Name (Magnitude Range) Summary 
  Keywords 
  Blessing (• to •••••) 
  Manipulate luck. 
  Subtle; Reflexive, Tiered, Toggled 
  Fate’s Agent (• to •••••) 
  Resistance to supernatural influence. Subtle; Perpetual, Reflexive, 
  Tiered 
  Onomantic Influence (• to •••••) 
  Name-based influence. 
  Subtle; Reflexive, Tiered, 
  Toggled 
  Otherwordly Connection (• to •••••) Influence over a parallel world. 
  Subtle; Perpetual, 
  Tiered 
  Precognition (• to •••••) 
  Prophetic powers. 
  Subtle; Reflexive, Tiered, Toggled 
  [END TABLE] 
  Invasive Variations 
  [TABLE] 
  Variation Name (Magnitude Range) Summary 
  Keywords 
  Computer-Aided Processing (• to •••••) 
  Floating Merit and Attribute dots. 
  Subtle; 
  Reflexive, Tiered, Toggled 
  
  Hidden Compartments (• to •••••) 
  Conjure useful tools and equipment. Subtle; Tiered, 
  Toggled 
  Integrate Technology (• to •••••) 
  Merge with tools and objects. Overt; Tiered, Toggled 
  Omnicompetence (• to •••••) Floating Skill dots. 
  Subtle; Discrete, Perpetual, Reflexive 
  Sensor Array (• to •••••) 
  Floating specialized senses. Subtle; Discrete, Perpetual, Tiered 
  [END TABLE] 
  Mutant Variations 
  [TABLE] 
  Variation Name (Magnitude Range) Summary 
  Keywords 
  Anomalous Biology (• to •••••) 
  Fewer bodily needs. Subtle; Perpetual, Tiered 
  Deadly Ichor (• to •••••) 
  Counterattack. Overt; Discrete, Reflexive, Toggled 
  Inhuman Digestion (• to •••••) Matter-eating and power theft. 
  Overt; Tiered, Toggled 
  Rapid Healing (• to •••••) 
  Heal self. 
  Subtle; Discrete, Perpetual 
  Sacred Flesh (• to •••••) 
  Bestow a Variation on others. Subtle; Discrete, Toggled 
  [END TABLE] 
  Scar Quick Reference 
  Controlled Scars 
  [TABLE] 
  Scar Name (Magnitude Range) 
  Summary 
  Keywords 
  Concentration (• to •••••) 
  Distractions cause Variation to deactivate. 
  Mental; Subtle; 
  Repeatable 
  Cooldown (• to •••••) Variation becomes more difficult to control each time the Deviant directs 
  it. 
  Any; Subtle; Directed, Repeatable 
  Depletion (• to •••••) Variation runs out of fuel and must be recharged. 
  Any; Subtle; 
  Repeatable 
  Deterioration (• to •••••) 
  Variation causes limbs, eyes, or ears to lose functionality.
   
  Physical; Overt; Repeatable 
  Fluctuating Variation (•••) 
  Variation Magnitude changes while active. Any; Subtle; 
  Repeatable 
  Perilous Variation (• to •••••) Variation inflicts damage on the Deviant. 
  Physical; Overt; 
  Repeatable 
  Persistent Drawback (• to •••••) 
  Variation causes a Persistent Scar while activated. Any; 
  Subtle; Repeatable 
  Power Failure (• to •••••) 
  Variation stops working under certain circumstances. 
  Any; 
  Subtle; Repeatable 
  
  Preparation (• to •••••) Variation takes longer to activate. 
  Any; Subtle; Repeatable 
  Tabula Rasa (• to •••••) 
  Deviant forgets events that happened while Variation is active. 
  Mental; Subtle 
  Tribulation (••• to ••••) 
  Variation costs Willpower to activate. 
  Mental; Subtle; 
  Repeatable 
  Unstable Variation (•• to •••••) 
  Activating Variation causes Instability. 
  Any; Subtle; 
  Repeatable 
  [END TABLE] 
  Involuntary Scars 
  [TABLE] 
  Scar Name (Magnitude Range) 
  Summary 
  Keywords 
  Involuntary Stimulus (• to •••••) 
  Certain circumstances cause Variation to activate on its 
  own. Any; Subtle; Repeatable 
  Power Build-Up (• to •••••) 
  Variation erupts like a volcano, activating on its own periodically. 
  Any; Subtle; Repeatable 
  [END TABLE] 
  Persistent Scars 
  [TABLE] 
  Scar Name (Magnitude Range) 
  Summary 
  Keywords 
  Addictive Variation (• to •••••) 
  Variation has drug-like qualities, including addictiveness.
   
  Mental, Physical; Subtle; Toggled 
  Alternate Persona (• to •••••) Another personality periodically takes control of the Deviant’s 
  body. Mental, Social; Overt; Repeatable 
  Amnesia (• to •••••) 
  Deviant has forgotten parts of his past. 
  Mental; Subtle 
  Bane (• to •••••) 
  Contact with something harmless causes the Remade injury.
   
  Physical; Subtle 
  Conspicuous Appearance (• to •••••) Deviant has notable or horrible appearance. Physical, 
  Social; Overt 
  Dependency (• to •••••) 
  Broken requires special food or fuel to remain fully functional.
   
  Physical; Subtle; Repeatable 
  Fragility (• to •••••) 
  Deviant has a low pain tolerance, suffering Tilts when injured.
   
  Physical; Subtle 
  Frozen Heart (• to •••••) 
  Remade is emotionally distant. 
  Social; Subtle 
  Genetic Disorder (• to •••••) Deviant is chronically ill and easily fatigued. Physical; Subtle 
  Glitch (• to •••••) 
  Broken suffers distracting hallucinations. 
  Mental; Subtle 
  Hemophilia (• to •••••) 
  Deviant bleeds readily, worsening injuries. Physical; Subtle 
  
  Lying Eyes (• to •••••) Remade inspires distrust in everyone she meets, 
  Social; Subtle 
  Maintenance (• to •••••) 
  Variation requires regular upkeep or it stops working.
   
  Mental, Physical; Subtle 
  Misfortune (• to •••••) Deviant is plagued with bad luck. 
  Any; Subtle 
  Missing Limb (• to •••••) 
  Broken is missing one or more limbs. 
  Physical; Overt 
  Murderous Urge (• to •••••) 
  Deviant has uncontrollable violent urges. 
  Mental; Subtle 
  Native Environment (• to •••••) 
  Remade is highly vulnerable to certain environments.
   
  Physical; Subtle 
  Paranoia (• to •••••) 
  Deviant distrusts others. 
  Mental, Social; Subtle 
  Phobia (• to •••••) 
  Broken has an irrational fear. Mental; Subtle; Repeatable 
  Relentless Variation (• to •••••) 
  Variation is always active except when Deviant temporarily 
  deactivates it (if ever).Any; Subtle; Repeatable, Toggled 
  Sensory Deprivation (• to •••••) 
  Remade is lacking one of his senses. Physical; Subtle; 
  Repeatable 
  Silence (• to •••••) 
  Deviant has difficulty communicating verbally. 
  Social; Subtle 
  Sluggish Metabolism (•• to •••) 
  Broken heals more slowly. 
  Physical; Subtle 
  Subliminal Conditioning (• to •••••) Certain stimuli cause Deviant to take a predetermined 
  action. Mental, Social; Subtle 
  Suppression (••• to •••••) 
  Remade has a reduced Attribute. 
  Any; Subtle; Repeatable 
  Thin Skin (• to •••••) Deviant suffers increased wound penalties. Physical; Subtle 
  [END TABLE] 
  Standard Deviations 
  [TABLE] 
  Deviation Name (Magnitude Range) Summary 
  Scar Type 
  Disfiguring Scar (+1 Magnitude) 
  Subtle Scar and Variations become Overt. 
  Any 
  Indelible Mark (+1-4 Magnitude) 
  Involuntary Scar also has a Persistent Scar when Variation 
  is active. 
  Involuntary 
  Identifier (+1 Magnitude) 
  Variation leaves behind evidence of use that make it easier for 
  conspiracies to find the Broken. 
  Any 
  Nightmares (+1 Magnitude) Deviant suffers nightmares that prevent restful sleep. 
  Any 
  Short Circuit (+1-4 Magnitude) 
  Involuntary Variation also has a Controlled Scar when 
  Variation is activated involuntarily. Involuntary 
  Wild Variation (+1 Magnitude) 
  Tiered Variation only functions at highest effect, becoming 
  Discrete. 
  Any 
  [END TABLE] 
  
SOURCE: textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/CofD/Deviant - The Renegades/Deviant The Renegades KS Manuscript Preview 3.pdf