TEXT: The Unauthorized Nasuverse RPG 
  and Fanguide
  
  Preface
  I'm all dressed up with nowhere to go
  Walkin' with a dead man over my shoulder
  Waiting for an invitation to arrive
  Goin' to a party where no one's still alive
  -- Oingo Boingo, Dead Man's Party
  This  document  would not have been possible 
  without the trailblazing work and inspiration provided 
  by Thomas Wilde, of the much-missed Elsewhere.
  For the most part, except when it is credited to 
  someone else, most of the text you see here is mine. I 
  dug up much of the information from Fuyuki.Winter, 
  Beast's Lair, playing the games, and reading the 
  fanguides. I also got plenty of inspiration from other rpg 
  systems, in particular the demeanor and nature from the 
  old World of Darkness -- but thankfully this system will 
  be without hippie werewolves and will also lack an 
  abundance of gothic punk emo vampires. The Nature 
  and Demeanor sections were handy not only for helping 
  determine the layered personalities of the casts, but also 
  to see what would happen if their psyches suffered 
  corrosion and corruption, a frequent theme in all three 
  works. Also of great use was my favorite World of 
  Darkness RPG Hunter The Reckoning, which 
  contributed many Mental Flaws to this work. Because 
  Nasu's work often features severely damaged 
  individuals, it was necessary to include these. And since 
  Unisystem was the one RPG to  seamlessly blend rules 
  and storytelling, a modified version of Unisystem was 
  used to handle this. Except for the addition of some new 
  derived statistics, some new Perks, Flaws, and a new set 
  of skills, this works almost exactly the same as regular 
  Unisystem. So if you want to do crossovers, there's 
  nothing holding you back. 
  I'll go ahead and step away from the podium 
  and say a few things. In the past I have attempted to 
  invite feedback from others in order to help me create 
  this project. I am no longer doing so. So, I'm going to 
  take a moment or to to explain why.
  This is a tremendous labor of love for a 
  continuity little known here in the United States. I know 
  that many of the fans out there are only interested in 
  what Nasu wrote concerning the Nasuverse. In regards 
  to that, Nasu has his own tabletop game that isn't in the 
  public domain. As for this game, it's going to exist 
  under the Creative Commons license. 
  Therefore, it is simply not possible for this to be exactly, 
  100% like how you probably envision the Nasuverse to 
  be.   Through wikis, fan pages, and the fan guides Type-
  Moon creates, the classic fuyuki database, and my own 
  notes from playing the games, I've done my best to make 
  sure this is accurate to Nasu's vision. Even Nasu's has 
  some inconsistencies, as seen in the various timelines in 
  the stories and their various spinoffs.
  Therefore, I'll state the following: you can be 
  upset that I also have included stats for characters from 
  Type-Moon side products such as  Kagetsu Tohya, Fate 
  Zero, and Melty Blood, or you can simply determine what 
  you wish to include in your own game. If you want to 
  take the position that Kagetsu is canon and Melty Blood 
  isn't, then that's perfectly all right with me. Really. You 
  can take or leave whatever you wish; that's the beauty of 
  the freedom you have as an empowered individual.
  I know that certain people are going to be upset 
  that I didn't pluck this game fully formed out of the air, 
  that I used [x] rule(s) from [y] game, or that I simply 
  didn't use all of the rules from [y] game. I could not find 
  one single game that offered as many possibilities as I 
  wanted to present, and building and writing a roleplaying 
  game is a tremendous task. So, I decided to make a 
  composite. The personality and luck rules came from old 
  World of Darkness, as did the skills. The statistics and 
  combat rules came from Unisystem, as did their rules for 
  advantages and disadvantages. I took flaws and 
  disadvantages from other systems and reconfigured them 
  to work here, determining what their point value would 
  be. The fumbles table came right from one of my other 
  homebrew rpg books. Now I have a near-to-finished 
  item, and it's huge. Is it just copied from any one 
  particular work? No. Is it a sourcebook for any one 
  particular rpg? No. It is Fate, and it is entirely self-
  contained. Virtually anyone could use Fate for running 
  dark anime-style rpgs or even realistic horror ones.
  From here on out, you'll be riding the tidal wave 
  of text. Thus concludes my preface. 
  Sincerely yours, Claude Smith III, 
   aka TV's Plaid_Knight
  Disclaimer: This is a fan-made book made and 
  distributed within a limited circle. It is not to 
  be sold for profit.  No monies were made from 
  the distribution of this book. Please support 
  Type-Moon by buying their games and 
  associated products. 
  This roleplaying game and fanguide for Tsukihime and Fate Stay Night is copyright 
  2008 by Claude "Jake" Smith III. 
  
  Tips for The New 
  Guys
  "There are two mistakes one can make along the road to 
  truth...not going all the way, and not starting.”
  -Siddhartha Guatama
  The roleplaying old hats, the veterans among you, those 
  old in the tooth, can skip this part of the book 
  completely. 
  This is the part of the book when I explain what 
  this roleplaying stuff is all about. It's shared storytelling, 
  in a nutshell. You get together with a bunch of friends, 
  sit around a table covered in paper, pencils, bottles of 
  Mountain Dew, and sugary snacks, and then create a 
  tale together. The great thing about this kind of shared 
  storytelling is that there's no budgetary limit to where 
  your team can go and what they can do - it's only limited 
  by your own imagination. 
  Now, most of you are going to create what are 
  known as "Player Characters", who are the main 
  characters of the Story. You get to create his personality, 
  strengths, vulnerabilities, abilities, and so on. While 
  everyone is going through the Story, you get to talk for 
  that character and make his decisions. You put joy in his 
  heart or brood a lot. Or something else entirely. 
  The Storyteller
  One of your group has a special job. He is 
  called the Storyteller. While the rest of you are playing 
  through the Story, the Storyteller has to set the scene, 
  write out the plot, describe things, run everyone else in 
  the world, and generally do all the stuff the Player 
  Characters aren't. The Storytelle makes things 
  interesting and/or difficult by providing the Player 
  Characters with things to do.  He also runs all the other 
  characters that the Player Characters come across. 
  Those folks are called Non-Player Characters (NPCs). 
  NPCs are that hobo who lives in the alley across the 
  street or that creepy old lady who lives in that "haunted" 
  house.
  While many NPCs come and go, some stay and 
  become very important in the character's lives, which 
  means they shift to being Recurring Characters.  And if 
  they are bad guys, they are called Adversaries.  The 
  Storyteller runs any and all combat and acts as an 
  adjudicator whenever the Players want to do things. 
  002
  The Story
  Each game session takes a couple hours to play 
  through. There's no famous start or end, but the 
  Storyteller can do things to mark the beginning and 
  ending such as using music, or even describing the 
  start of the Story with cinematic cues. There's no 
  winner or loser in these games. But there is a structure 
  behind it. Each Story is subdivided into arcs called 
  Books, and then further split into smaller chunks called 
  Chapters. Typically one to three nights equals a 
  Chapter. Several Chapters add together to form a 
  Book. And when all the Books are added together, you 
  have a complete Story. Your Storyteller will be running 
  together plotlines and subplots along the course of the 
  Story, so just because something seems superfluous 
  now doesn't mean it will be much later on.  Don't be 
  intimidated and give it a try. 
  What You Need to 
  Play
  A copy of Fate would be good. You might also want to 
  make some copies of the character sheet from the 
  website, some blank sheets of paper, spare pencils,  and 
  you'll also need to have a few friends over. You'll also 
  need a bag of roleplaying dice. You can get these from 
  any hobby shop. Get a bag of varied dice. The lion's 
  share of work in Fate is done by the D10 (ten-sided 
  die). They are polyhedrons. You'll typically roll one 
  when your character needs to do something.
  Finally, it could be good to have some poker 
  chips, life point counters (again with the hobby shop 
  stuff), or anything small you can use to represent your 
  Luck points. Luck points are going to save your hiney 
  many times. So it's necessary to keep track of how many 
  you currently have left.
  That's about it. 
  
  Introduction 
  If you read my preface, you know that this is a 
  very long document intended to help GMs who would 
  like to try running games set in Nasu Kinoko's world. a 
  dark vision full of fleshed-out, developed characters in 
  desperate circumstances. Most of these settings feature 
  basically good people touched by tragedy,  often tragedy 
  of Greek proportions. Bad luck, irony, and dark karma 
  abound. This document is meant to help Storytellers 
  run dark anime flavored campaigns. For those of you 
  without access to a great anime collection, when I say 
  dark anime I mean grim settings like Fate Stay Night, 
  Kara no Kyokai, and Tsukihime. Those are going to be the 
  focus of this narrative, and I'll be giving synopses of 
  each setting, notes on how to run games there, and 
  statting the casts. Surprisingly I will be getting to the 
  rules on how to play the game and make a character 
  first, because some players  know would like to learn 
  about the setting by playing through it fresh. 
  I must also state that this game focuses on dark 
  and serious topics: abuse, violent and graphic mass 
  murder, incest, and so on. If you would feel 
  uncomfortable reading or thinking about those topics, it 
  might be best to close this book. Again, I won't mind. 
  Likewise, my treatment of the Catholic Church as it 
  pertains to the Nasuverse has little to do with its real 
  world equivalent. I respect everyone's religion and 
  would not use this narrative for trolling - this is a 
  homebrew roleplaying game project, not /b/.
  As I am writing this, I will also include plenty of 
  quotes -- culled from songs both popular and obscure, 
  terrible fanfiction, other roleplaying games, famous 
  politicians, and so on. I intend to have fun making this 
  thing. I might use an illustration from something other 
  than one of Nasu's works as I write. That's going to 
  have to be all right too. Breathe deeply if it helps. While 
  I don't plan to have them be part of the project, I have 
  included rules for Puppet and Doll Characters. Why? 
  Because I'm not sure how the players want to roll, and I 
  think it's nice that I could use this composite system for 
  something other than Nasu's work. I'm not sure if 
  someone would want to play an animated puppet or not, 
  but it's an option for them now (and one Dead Apostle 
  had an artifical leg that transformed into a killer doll). 
  Matter of fact, there are plenty of damn weird things in 
  the setting, such as Crimson Moon, Ennishae's 
  Disemboweling Forest, etc. I don't think I can be weird 
  003
  enough.) Such is my privilege as a Storyteller. 
  This system uses a modified version of 
  Unisystem as its backbone, so it should be easy for 
  others to learn and use. Virtually anyone could use it for 
  running dark anime-style rpgs or even realistic horror 
  ones. This is very much a work in progress, and more 
  information will be added and other parts will be 
  modified. I chose Unisystem instead of Fuzion or 
  Champions because I find its simplicity highly 
  appealing. There's a supplement for Unisystem called 
  "The Magic Box", which is available as a .pdf at 
  drivethrurpg.com. You'll need that if you want to make 
  up spells for use in this game.  
  Finally, I'll say this. If you were upset or 
  offended by my writing style, by what I said regarding 
  the game, or by the system itself -- it isn't my problem. 
  I do respect you, my readers, but I'm not responsible 
  for your feelings. Ultimately this is going to be the best 
  I can make, and that will have to be good enough. It is 
  not my intention to make a bad game. To be frank, I 
  think it is a very good game. But it is not a commercial 
  product. It is a fan product written, collected, and 
  edited by one guy. I have other responsibilities in 
  addition to writing and editing Fate. If you think that 
  fan products should look as good as and be up to the 
  same standards as commercial works, then you are not 
  being rational, nor are you showing your fellow fans the 
  respect they are due. This is something I do for fun, 
  and out of my sincere love and devotion for the 
  Nasuverse.
  So with all of the above out of the way, let's 
  start talking about the work itself and how to use it. 
  Despite the fact that the majority of the action in this 
  book occurs in metric system-using areas such as Asia 
  and Europe, this writer has chosen to use U.S. 
  measurements (feet, yards, miles, pounds, etc.) To keep 
  things moving quickly for our intercontinental readers, 
  you can do the following conversions:
  Miles x1.5 = Kilometers
  Meters = Yards
  Pounds x 0.5 = Kilograms
  Total Inches / 0.40 = Centimeters
  Also, as a note to would-be players: 
  If you are a player, there are sections you 
  should not read -- particularly ones detailing the 
  antagonists, the stats of the main cast or the synopses of 
  the various stories. Think about it this way: would you 
  want to spoil the surprise for yourself if your Storyteller 
  wanted to run you through one of the books' plots?  
  
  that will appear in front of entries revealing major plot 
  points. And if you're a roleplayer who grew up right and 
  ate all his greens, you will also remember the difference 
  between in-character knowledge and out-of-character 
  knowledge. Just because you've played through 
  Tsukihime, Kagetsu Tohya, and can throw 40+ hit combos 
  in Melty Blood doesn't mean your character knows about 
  the big-time NPC Cast. Likewise, just because you the 
  player watched all of Geneon's Fate Stay Night anime 
  series (all 26 eps) and own the boxset doesn't mean your 
  player character is familiar with the Holy Grail War and 
  the principal involved players. 
  Separate what you know from what your 
  character knows. Approach the setting with maturity 
  and respect your Storyteller and your fellow players. 
  And have fun.  That's really all we're trying to do as well.
  004
  
  Table of Contents 
  Chapter One:  The Curtain Rises/"Kaimaku" 
  (Creating a character Concept) ... 006
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  (Figuring Primary and Derived Statistics, 
  Selecting Perks and Flaws) ... 017
  Chapter Three: "White Dream" /"Shiroi Yume"
  (Character Class Packages) ... 069
  Chapter Four: "Elegance Under the Moon" /"Gekka Ryuurei" 
  (Skills and Specializations, Critical Successes 
  and Botches) ... 76
  Chapter Five: "Garden of a Cradle" / "Yurikago no Niwa" (
  (A Quick Guide to Skill Use,  Determining Initiative in a 
  Game Round, Common Rolls, And Experience Points ) ... 83
  Chapter Six: "Fresh Blood Shrine"/ "Senketsu Shinden" 
  (Types of Damage, Combat,  Weapons, and Attack 
  Maneuvers)
  Chapter Seven: "Blue Sin Mark"/"Aoi Kyuuseki"
     
  (Healing the Mind)
  Chapter Eight: "The Winter Castle"/ "Fuyu no Shiro" 
  (The Complete History of Fuyuki City and background 
  information on Fate Stay Night)
  Chapter Nine: "The Lunar World"/ "Gessekai" 
    
  (Notes on Misaki City and background information on 
  Tsukihime)
  Chapter Ten: "Distant Traces of Dreams"/"Toi Yume Ato"
   
  (Storyteller's Notes, Optional PC Races, And 
  Antagonists)
  Chapter Eleven: "The Ever Distant Utopia"
  /"Subete Touki Risoukyou"
   
  (Statistics for the Main and Supporting Cast of Tsukihime 
  and Fate Stay Night)
  Chapter Twelve:: "Tear the Sky"/"Sora o Saku"
   
  (Glossary of Terms, Explanation of Cosmology in the 
  Nasuverse)
   
  005
  
  006
  Chapter One:  
  The Curtain Rises
  / "Kaimaku" 
  (Creating a 
  Character Concept)
  
  Creating a Character 
  Concept
  What sort of person are you going to make 
  today? Even if he's strictly not a human being, he is still 
  a person with a distinct personality which you should 
  roleplay. But before you get started, locate a copy of the 
  roleplaying sheet that comes with Fate. There are two 
  sections on the sheet you will need to focus your 
  attention on right now. They're in the top box on the 
  right. One is called Nature, and the other is called 
  Demeanor. Your Nature represents how you really are 
  deep down, but your Demeanor is how you appear to 
  other people.  You must roleplay these. Not only do they 
  help make your character different from you, roleplaying 
  them allows you to regain spent Luck points, which you 
  will need to do in the course of play. Luck points are 
  precious, as they allow you to soak damage, add to skill 
  points, etc., and they can not be regained by spending 
  Experience Points - only through roleplaying can you 
  regain these valuable points.
  A long list of Natures and Demeanors will 
  follow. Some of the Natures and Demeanors from the 
  original World of Darkness were not included in this 
  list; it is the opnion of this author that some of them 
  were superfluous and already covered by existing ones 
  (Chameleon can be covered by Autist, Paladin by 
  Cavalier, etc.) Keeping the final product simple and easy 
  to play is the goal of this author, so they have not and 
  will not appear in this list. These also allow for more 
  roleplaying flexibility than the AD&D inspired 
  alignment system in the Fate Stay Night game. If you 
  wish, you may talk to your Storyteller and create a new 
  Nature or Demeanor, but you must define what it does 
  and how you can satisfy it.  Generally, you regain one 
  spent Luck point for successfully roleplaying your 
  Nature - but if you roleplay really well, your Storyteller 
  may choose to give you another Luck point in addition 
  to the other one. 
  So, pick one item from the following list as your 
  Nature and one as your Demeanor (or create a new 
  Demeanor and/or Nature with the Storyteller's 
  approval). 
  Advisor
  Deep down, you know your way of doing things is 
  correct. Given time and the right guidance, others will 
  come to recognize that; unfortunately one cannot force 
  them to see. The others must seek out the truth for 
  themselves when they are ready. When people become 
  aware of the horrors and nightmares that exist in the 
  world and realize that their life was "just a sugar-coated 
  topping and another layer exists beneath it", they'll soon 
  seek direction. Once they do, the Advisor appears, ready 
  to guide them along the proper path.
  -Regain luck if someone seeks out your advance and 
  then follows it, especially if it fits the Advisor's vision for 
  the future. 
  Analyst
  No matter how horrifying, otherworldly, or bizarre the 
  subject is, it can be understood and categorized if the 
  right data is collected and studied. To an Analyst, 
  anything is data to be sorted, examined, and used to 
  understand what's really going on. Everything the Dead 
  do has some possible significance and should be 
  carefully considered. Once enough data has been 
  gathered, everything will fall into place. Analysts often 
  overstudy the situation and look for too much 
  information, and are hesitant to offer conclusions to 
  their work.
  -Regain luck if your careful observation and scientific 
  analysis of a subject results in important insights that 
  help the group or develop your hopes for the future.
  Architect
  Your care about much more than just your own needs; 
  you intend to create something of lasting value for those 
  who will come after you. People need many things, and 
  you gain satisfaction by providing what you can. You are 
  the type of person who makes an effort to build 
  something of value: to found a town, create a company, 
  invent a useful gadget, cure a disease, or in some way 
  leave a lasting legacy.
  Many American pioneers were Architects by Nature.
  - Regain Luck whenever you create or establish 
  something of importance or lasting value.
  Avenger
  This person has no faith in the laws of the land and 
  takes matters into his own hands, seeking revenge. 
  When faced with an offense against himself (or a 
  stranger), the Avenger directly confronts and punishes 
  the offender, making sure the penalty is scaled to match 
  the crime. 
  007
  Chapter One:  The Curtain Rises/"Kaimaku" 
  
  Avengers are found among social activists and cynical 
  cops (Mitchell).
  - Regain Luck if you strike back against a person or 
  organization that has wronged you or a person you 
  know. 
  Autocrat
  You must have complete control over any situation, 
  complete control over those around you and as much 
  control over fate as you possible can. Control is the only 
  thing you want; it is what you worship.
  Authority is what you desire, and it is what you gain 
  when you have control. The more authority you have, 
  the more control you gain. One hand feeds the other. 
  Others may consider you domineering, but they just 
  aren't up for the job - you are the only one who truly 
  understands what has to be done.
  - Regain Luck whenever you achieve complete control 
  over a situation involving other individuals.
  Autist
  You hide your secrets from others. Even more 
  importantly, you hide your true self. Anyone who 
  understands you can hurt you, so no one must ever see 
  the real you, or even come close. Give away as little of 
  yourself as possible - adopt a false personality if you like -
   but just make sure no one discovers the truth about 
  you. Knowledge is power, and those who know you can 
  do anything they like to you.
  - Regain Luck whenever another character confesses he 
  is unable to understand you, or whenever someone 
  makes a false assumption about you that gives you an 
  advantage. 
  Avant-Garde
  You must always be on the cutting edge - always the first 
  with a piece of news, a dance or fashion trend, or a 
  discovery in the arts. Nothing pains you more than 
  hearing news secondhand, or someone else telling you 
  about a hot new band. New discoveries are your life, and 
  you devote a great deal of time and effort to keeping up 
  with things. After all, if you're not in the forefront, 
  you're nowhere.
  - Regain Luck whenever you are the first one to pass on 
  news or a significant discovery.
  Bon Vivant
  Life is pointless, shallow and meaningless - so have as 
  good a time as possible. Rome may burn, but you'll be 
  playing a fiddle when it does. 
  A hedonist, sensualist, sybarite and party animal, the 
  words austere,self-denial, chastity, and self-discipline 
  have no place in your life. You much prefer the concept 
  of instant gratification. Still, you don't mind a little hard 
  work as long as a good time awaits you upon its 
  completion. Most Bon Vivants have low WILL, for 
  they so dearly love excess.
  - Regain Luck whenever you have a truly good time and 
  can fully express your exultation (or perhaps even more 
  points if you enjoy an especially fun night).
  Bravo
  You are known as a bully, a ruffian and a tough, and 
  delight in tormenting the weak. Things must always go 
  your way, and you do not tolerate those who cross you. 
  Power and might are all you respect; indeed, you heed 
  only those who are stronger than you are. You see 
  nothing wrong with forcing your will upon others. 
  There is nothing you like better than to persecute, 
  antagonize, heckle and intimidate those for whom you 
  have contempt, and you have that for most people. The 
  emotions of kindness and pity are not completely foreign 
  to you, but you hide from your own sense of weakness 
  through cruelty to others. While most Bravos despise 
  the weak, a few become their protectors.
  - Regain Luck whenever you intimidate or physically 
  force another person to do what you wish.
  Caregiver
  You always try to help those around you, struggling to 
  make a difference in the needs and sorrows of the 
  unfortunate. People around you depend on your 
  kindness to keep them steady and centered. You are the 
  one people turn to when they have a problem.
  - Regain Luck whenever you successfully protect or 
  nurture someone else. It can be as small as a smile of 
  support or a shoulder to lean on at an appropriate 
  moment. You must help the other person in some way, 
  though he need not acknowledge it openly.
  008
  Chapter One:  The Curtain Rises/"Kaimaku" 
  
  Celebrant
  Within the pursuit of your cause, you can experience 
  true joy. Whether the passion is battle religious fervor, 
  or literature, it gives you the strength to withstand just 
  about anything. Given the chance, you indulge in your 
  passion as deeply as you can. Unlike the Fanatic, you 
  don't do what you do out of duty -- you do it because 
  you love it. Hippies, political activists, and crusaders are 
  Celebrants.
  -Regain Luck when you pursue your cause or covert 
  another character to the same cause.
  Child
  You are still immature in personality and temperament: 
  a kid who never grew up. Though you can (hopefully) 
  care for yourself, you prefer the security of being 
  watched over by others. Often you seek out someone to 
  look out for you - a caretaker of sorts. Some see you as a 
  spoiled brat, while others see you as an innocent cherub 
  unaffected by the evils of the world. This is a very 
  common archetype for those who became Investigators 
  when they were young and have matured mentally but 
  not emotionally.
  - Regain Luck whenever someone does something to 
  help you with no apparent gain for herself.
  Competitor
  You are driven by the need to win at all costs. The thrill 
  of victory is the only thrill you recognize; it is the thing 
  that drives you. You see life as a contest and society as a 
  clash between winners and losers. You believe all the 
  macho business proverbs - "if you're not the lead dog, 
  the view never changes"; "there are no prizes for second 
  place"; "eat or be eaten." You try to turn every situation 
  into a contest of some kind, and it is the only way you 
  can relate to anything. You are capable of cooperating 
  with others, but only by turning the group interactions 
  into another contest: you must be the leader, or the most 
  productive, or the most indispensable, or the best liked - 
  anything, as long as it means you win 
  in some way or another.
  - Regain Luck whenever you win a contest of any sort, 
  formal or informal. For truly impressive victories, the 
  Storyteller may award more points. 
  Confidant
  You understand people and, more importantly, you like 
  them. You are a facilitator who listens and advises. 
  People confess to you and in return you give them 
  advice, most of which is good (though sometimes your 
  advice is more for your own benefit than for that of the 
  recipient). You are very interested in other people, and 
  who and what they are. Personalities fascinate you, as do 
  the sickness and beauty of human nature.
  - You regain Luck whenever someone confides in you 
  on a personal and intimate level.
  Conformist
  You are a follower. Taking charge is just not your way. It 
  is easy for you to adapt, attune, adjust, comply and 
  reconcile yourself to whatever new situation you find 
  yourself in. You flit to the brightest star, the person 
  whom you feel to be the best, throwing your lot in with 
  her. It is both difficult and distasteful for you to go 
  against the flow or rebel. You hate inconsistency and 
  instability, and know that by supporting a strong leader, 
  you help prevent chaos from occurring. All stable 
  groups need some kind of Conformist.
  - Regain Luck whenever your group (the brood) 
  accomplishes something because of your support and 
  aid.
  Conniver
  What's the sense of working hard when you can get 
  something for nothing? Why drudge when, just by 
  talking, you can get what you want? You always try to 
  find the easy way out, the fast track to success and 
  wealth. Some people might call what you do swindling 
  or even outright theft, but you know that you only do 
  what everyone else does; you just do it better and don't 
  get caught. Additionally, it's a game, and you get great 
  pleasure out of outwitting someone. Connivers play 
  many roles, so you may be a thief, a swindler, a street 
  waif, an entrepreneur, a con man or just a finagler.
  - Regain Luck whenever you are able to get your way by 
  tricking another person into doing as you wish. 
  009
  Chapter One:  The Curtain Rises/"Kaimaku" 
  
  Critic
  Nothing in the world should be accepted without 
  thorough scrutiny and examination. Nothing is ever 
  perfect, and the blemishes must be pointed out in order 
  for the good to be truly known. Your standards are high 
  for everything, and you insist on their being met. You 
  encourage the same ideals in others, because laxity and 
  low standards reduce the quality of life for everyone. 
  Others will thank you later, once they discover the purity 
  of your perspective. You seek out and expose the 
  imperfections in every person or thing you encounter. 
  You are never satisfied with anything that is less than 
  perfect, unless it is within yourself after all, you're not a 
  perfectionist.
  - Regain Luck whenever you are able to discover a 
  significant imperfection that has escaped the attention of 
  others.
  Curmudgeon
  You are an irascible, churlish person at heart, taking 
  everything seriously and finding little humor in life 
  (though you may have a wickedly barbed wit). Cynicism 
  is your middle name; it is the tool with which you judge 
  everything in life. You have a very well-defined 
  understanding of how things really work, especially 
  when they involve the circus of human endeavor. Long 
  ago the stupid behavior of others ceased to surprise you.
  - Regain Luck whenever someone does something 
  stupid or when things go sour, just like you predicted. 
  You must predict it either out loud to the other 
  characters or in private to the Storyteller.
  Decoder
  You thrive on puzzles and riddles, be they the obvious 
  sort, found in books and games, or hidden within 
  seemingly benign texts or even a person's face.
  Regain Luck when you solve a particularly challenging 
  puzzle or mystery.
  Director
  You despise chaos and disorder, and like to take control 
  and organize things in order to suppress anarchy. You 
  like to be in charge, live to organize, and habitually 
  strive to make things work smoothly.
  You trust your own judgment implicitly and tend to 
  think of things in black-and-white terms (Swayze-isms): 
  "This won't work," "You're either for me or against me," 
  "There are two ways to do this - my way and the wrong 
  way."
  - Regain Luck when you are allowed to lead a group 
  and accomplish some significant task. 
  Deviant
  There are always people who don't fit in, and you are 
  such a miscreant. Your beliefs, motivations and sense of 
  propriety are the complete antithesis of the status quo. 
  You are not so much an aimless rebel as an independent 
  thinker who feels he does not belong in society . You 
  don't give a damn about other people's morality, but you 
  do adhere to your own strange sense of morality. 
  Deviants are typically irreverent, and some have truly 
  bizarre tastes and desires.
  - Regain Luck whenever you are able to thumb your 
  nose at society, its norms, and its ideals without 
  retaliation .
  Dreamer
  Your ideas allow you to rise above your surroundings and
  limitations. You share your ideas with others, but
  often do not have a plan for getting from here to
  where you ought to be. Thus your dreams are met
  with skepticism, but these tests of boundaries
  bring about change in the end. Philosophers and
  inventors are Dreamers.
  - Regain Luck if you can convince someone
  to alter their course of action and follow your vision.
  Engine
  People with this Archetype are all but unstoppable. 
  Engines are implacable, and driven by their purpose. 
  Restraining orders, arrest warrants, and sucking chest 
  wounds are all mere distractions they ignore. In many 
  situations only death will stop them.
  -Regain Luck when you bulldoze through a seemingly 
  impossible situation. 
  010
  Chapter One:  The Curtain Rises/"Kaimaku" 
  
  Fanatic
  You are consumed by a cause; it is the primary force in 
  your life, for good or ill. Every ounce of passion you 
  possess is directed toward it; in fact, you may feel very 
  guilty about spending time on anything else. You will let 
  nothing stand in your way - nothing that you cannot 
  overcome, in any case. You and those around you may 
  suffer, but your cause is everything - the end justifies the 
  means. Before the game begins, make sure you describe 
  your cause, and define how it may affect your behavior.
  -You regain Luck whenever you accomplish an act 
  which furthers your cause. 
  Gallant
  You are as flamboyant as you are amoral; some see you 
  as a rogue, a Don Juan, a rake, a paramour or just a 
  lounge lizard - but you see yourself as all of the above. A 
  consummate actor who loves to make as big a show of 
  things as possible, nothing attracts your attention more 
  than an appreciative audience.
  You love people and you love to impress them even 
  more. Though you may indeed be a superior lover, you 
  enjoy the chase almost as much as you enjoy the act. 
  Gallants vary widely in temperament and ambition, 
  holding in common little more than their love of 
  attention.
  - Regain Luck whenever you manage to dazzle or 
  impress another person. The Storyteller always makes 
  the final call, even when characters are involved. 
  Guardian
  You have the strength, be it spiritual, physical, or both, 
  to handle this hostile world, and desire to use that 
  strength to protect the weaker folk around you.
  - Regain Luck when you successfully shield some 
  worthy party from great harm.
  Healer
  You alleviate pain and suffering. This can be done by 
  setting a bone or routing stolen foodstuffs to a starving 
  third-world country. Regardless of the subjects 
  humanity (or lack thereof), you are dedicated to 
  preserving their lives and well-being. Social workers, 
  psychiatrists, and clerics embody this archetype.
  -Regain Luck if you can heal grievous wounds of body 
  or mind in another.
  Hermit
  Your are reclusive and ascetic by nature, preferring your 
  own company to that of others. Introspective by nature, 
  you viw everything from a very personal standpoint. 
  When in public, you tend to be quiet, speaking only 
  when spoken to, unless your input has such extreme 
  relevance that you feel you have to say it. One of the 
  benefits of this is that others tend to see you as wise, 
  since when you do speak, your words often make a 
  profound point that was overlooked. Despite your desire 
  to be alone, you are drawn out bye the need to watch 
  and learn. Your curiosity about the nature of things and 
  our place amont them keeps you from being totally 
  isolated.
  -Regain luck if you can solve a problem through 
  reflective introspection instead of rushed action.
  Honest Abe
  You have a moderate temperament, and refrain at all 
  cost from telling lies and stealing from others. You were 
  brought up to live honestly and openly, and to be good 
  to others - you have lived your life by these simple truths 
  ever since. You are not a dogmatist and do not insist that 
  others live as you do, nor have you constructed a 
  complicated set of rules for yourself. You are flexible in 
  your behavior, but always carefully evaluate your actions 
  against your beliefs.
  -You regain Luck if your honesty turns out to help you. 
  In other words, your honesty turns out to have been the 
  proper way to do things and thus vindicates your beliefs, 
  even from a practical standpoint.
  Jester
  You are the fool, idiot, quipster, clown or comic, forever 
  making fun of both yourself and others. You constantly 
  seek the humor (lulz) in any situation, and strive always 
  to battle the tides of depression inside yourself. You hate 
  sorrow and pain, and constantly try to take others' minds 
  off the dark side of life. Sometimes you'll do nearly 
  anything to forget pain exists. Your particular brand of 
  humor might not always impress your friends, but it 
  makes you feel better. Some Jesters manage to escape 
  pain and are truly happy, but most never find release.
  - Regain Luck when you raise the spirits of those 
  around you through the device of humor, especially 
  when you are able to escape your own pain in the 
  process.
  011
  Chapter One:  The Curtain Rises/"Kaimaku" 
  
  Jobsworth
  You are dedicated to the unbroken routine of your 
  existence, and refuse to do anything that compromises 
  your routine and established practices. No matter how 
  urgent or deserving an individual case may be, the 
  preservation of established practices and routines is 
  more important. Individual decisions and considerations 
  are fallible, whereas routines and established procedures 
  are the distilled wisdom of years or decades of decision-
  making. Routines are what separate order from chaos. 
  Make an exception once, and it sets a dangerous 
  precedent; make an exception twice, and the door to 
  anarchy is opened.
  -Regain Luck when you are able to preserve your 
  routine, and each time you avoid reevaluating anything 
  or making a decision about a situation based on its 
  individual merits. At the Storyteller's option, more 
  points may be awarded for truly impressive sweeping 
  generalizations.
  Judge
  As a facilitator, moderator, arbitrator, conciliator and 
  peacemaker, you always seek to make things better. You 
  pride yourself on your rationality, your judgment and 
  your ability to deduce a reasonable explanation when 
  given the facts. You struggle to promote truth, but you 
  understand how difficult it is to ascertain. You respect 
  justice, for that is the way in which truth can reign. In 
  your view, people are resources but are difficult to 
  manage and employ. You hate dissension and 
  arguments, and shy away from dogmatism. Sometimes 
  Judges make good leaders, though a lack of vision can 
  sometimes cause them to maintain the status quo instead 
  of searching for a better way.
  - Regain Luck when you are able to successfully 
  separate the truth from a web of lies or can convince 
  disputing individuals to agree.
  Loner
  You are the type of person who is always alone, even in 
  the midst of a crowd. You are the wanderer, hunter and 
  lone wolf. Though others might think of you as lonely, 
  forsaken, isolated or remote, in truth you prefer your 
  own company to that of others. There are many different 
  reasons why this might be so:
  you don't understand people, you understand people too 
  well, people dislike you, people like you too much, or 
  you are simply lost in your own thoughts. Your reasons 
  are your own.
  - When you manage to accomplish some significant task 
  on your own, without the aid of others, yet which still 
  aids the group in some way, you regain Luck. 
  Manipulator
  You have always been fascinated by others. Why do 
  people behave as they do? What thoughts and emotions 
  affect their actions? The cognitive processes that 
  influence the choices people make intrigue you. 
  Sometimes just asking people questions about their 
  actions can yield important information, but often 
  people do not truly understand their own motivations 
  and concerns. In these cases, it is far easier to set up 
  situations -experiments, if you will - to see how people 
  behave. You attempt to manipulate these situations for 
  your personal advantage, in order to discover more 
  information about your chosen subjects. Some might 
  call these experiments cruel, but to you it is mere 
  scientific necessity.
  -Regain Luck whenever you manage to set up an 
  incident or situation that allows you to gain new insight 
  into your subject's psyche.
  Martyr
  All possess the martyr instinct, but few act upon it. Even 
  fewer live the life of a Martyr, but you are such a one. 
  Your desire for self-sacrifice stems either from a low self-
  esteem, a feeling of a lack of control, or a profoundly 
  developed sense of love. You are able to endure long-
  lasting and severe suffering because of your beliefs and 
  ideals. At worst, a Martyr expects sympathy and 
  attention because of his or her suffering, and may even 
  feign or exaggerate pain or deprivation. At best, a 
  Martyr will choose to suffer injury or even death rather 
  than renounce his religion, beliefs, principles, cause or 
  friends.
  - Regain Luck when you sacrifice yourself in a real and 
  immediate way for your beliefs or another individual.
     012
  Chapter One:  The Curtain Rises/"Kaimaku" 
  
  Masochist
  You like to push the boundaries and try to see how much 
  you can take - how much pain you can tolerate before 
  you collapse. You gain a certain satisfaction from 
  suffering humiliation, degredation and even mutilation, 
  especially when you are the cause of your pain and have 
  some control over it. You know that your need is 
  somewhat perverse, but you know you aren't crazy. This 
  is just the way you are.
  -Regain Luck whenever you suffer in a new way.
  Mediator
  The world is full of people who want things; sometimes 
  people want the exact same thing. Some people have 
  what other people want and would be willing to talk 
  about working out a deal, but just don't know how to 
  start. These people often have immense trouble finding 
  and communicating with each other. That's where you 
  come in. You are dedicated to mediating between people 
  - fulfilling needs, smoothing over disputes, and 
  generally helping people talk to one another. You are the 
  diplomat, the middle child, the perpetual person in the 
  middle.
  -Regain Luck whenever you are able to act as a go-
  between between two individuals or groups, and if you 
  taking things to a satisfactory conclusion. The 
  Storyteller may award more points for particularly 
  outstanding mediation.
  Monster
  You are terror personified, rife with cruelty and a desire 
  to cause suffering. The cruelty you commit is not 
  limited in shape or fashion - anything is fair game, from 
  the youngest child to the frailest elderly adult. There is 
  no discrimination for a Monster - he can spend hours 
  immersed in a session of horrible torture. Gaining 
  enjoyment from it is one of the key provisions. Monsters 
  may not appear abnormal or cruel to onlookers - until it 
  is far too late.
  -Regain Luck if you cause extended pain and suffering 
  upon someone and have it further your plan for 
  cleansing the world.
  Optimist
  "Everything always turns out for the best." That is the 
  motto of your life, and you know if you can just stay 
  cheerful and stop worrying, your problems will never be 
  with you forever. Some call you a fool, but even they 
  have to admit you're happier than they are. Certainly 
  you'll encounter difficulties from time to time, but 
  there's no sense in worrying yourself to death in 
  advance. Don't worry, be happy, and have a nice day.
  -Regain Luck when things turn out for the best, just 
  like you said they would. You must predict such an 
  outcome, either out loud to the other characters or to 
  yourself (tell the Storyteller).
  Nonpartisan
  The Nonpartisan deals with people and information and 
  enters situations with no preconceived notions. He 
  measures
  people on what they say and do, not by thier origins, 
  appearance, or mannerism, allowing all an oppportunity 
  to show their stripes before
  deciding how to deal with them. Rumors, information, 
  or intelligence is rarely accepted at face value unless the 
  source is impeccable. This is not to say that they act 
  without planning or are never impetuous, simply that 
  they accept few things as facts without testing them.
  -Regain luck if your resentment of popular belief about 
  a situation or a subject's nature is vindicated.
  Panderer
  You love to see other people happy, and do whatever you 
  can to encourage them, whether through playing 
  matchmaker or refilling a drink. Perhaps you live 
  vicariously through their experiences or perhaps you just 
  feel that others sometimes need a little push from you to 
  find their fulfillment. You spend more time on this than 
  you do pursuing your own interests and gain great 
  pleasure from it. A skilled manipulator, you work most 
  of your magic from behind the scenes, dropping hints or 
  subtle encouragement.
  -Regain luck whenever you cause someone else's 
  happiness
  or fun without them realizing your part in it.
  013
  Chapter One:  The Curtain Rises/"Kaimaku" 
  
  Paragon
  You are a straightforward, uncomplicated person whith a 
  strong moral and ethical code. Being comfortable with 
  plan-talking and open plans, you disapprove of 
  underhanded tactics, lying, and subterfuge. Neither 
  naive nor foolish, you are solid and reliable, and your are 
  as good as your word. Farmers, cowboys, and factory 
  workers often fit this Archetype. You must take 
  Honorable 2 to have this.
  -Regain Luck if your straight dealing triumphs over 
  subterfuge.
  Pedagogue
  You've been a few places, seen a few things, and picked 
  up a thing or two along the way - and you like to tell 
  everyone about what you've learned. Teaching is your 
  avocation, if not necessarily your profession. In your 
  time you've seen inexperience and ignorance lead to all 
  kinds of misery and misfortune, and it pains you too 
  much to stand by and watch this occur. You are 
  dedicated to passing on what you have learned for the 
  benefit of others - not only skills and knowledge, but 
  also wisdom and experience. If given the chance, you 
  will drone on and on and on.
  -Regain Luck whenever you see (or discover) that 
  someone has benefited by something you taught or 
  showed her.
  Penitent
  You are unworthy. You are sinful. You are base, vile and 
  lacking in virtue. You have no right to exist and are 
  utterly beyond redemption. Either because of a low self-
  image or because of a spectacular trauma in your past, 
  you feel compelled to spend your life making up for 
  what you are, what you lack or what you have done. You 
  owe it to Creation at large to offer repentance for the 
  crime of your existence. You struggle nightly to make 
  amends for your weakness, and your nightly dream is to 
  be able, at last, to overcome it. But you know you are 
  weak and beyond hope.
  -Regain Luck whenever you are able to do a good deed 
  for someone to whom ( in reality or in your imagination) 
  you have been an inconvenience, annoyance or danger. 
  For particularly outstanding acts of penitence or 
  recompense, the Storyteller may award extra points.
  Perfectionist
  You can't stand imperfection, not in others and certainly 
  not in yourself. Neither can you tolerate those who do 
  not do everything they can to do their best, to make 
  everything neat and proper and right in their lives. 
  Though you may be strict with others, it is with yourself 
  that you are most critical -
  everything must always be in its place, and you must 
  always do and be the best.
  -Regain Luck whenever you accomplish something 
  flawlessly, without a single mistake, falter, wound, 
  hesitation, confusion, hindrance or obstruction. This 
  usually comes in the form of Critical Successes.
  Plotter
  Everything you do is planned. Very little springs from 
  you spontaneously. Your plans are often long and 
  involved, sometimes extending beyond the lives of the 
  mortals involved in them. Details must be exact, for you 
  believe any deviation could bring ruin. You try to plan 
  everything in your life; each thing you do must 
  accomplish something in the greater scheme. Deviation 
  from routine, however, is bothersome, not traumatic. 
  You are organized, not autistic. You tend to be neat and 
  precise in everything you do.
  - You regain Luck when one of your plots comes to 
  fruition in the exact manner you planned.
  Poltroon
  Meeting trouble (or anything else) head-on is the tactic 
  of fools and optimists. The sensible way to deal with 
  trouble is to deny it a target. While some people might 
  accuse you of sticking your head in the sand, they do 
  have to admit that it has remained on your shoulders for 
  quite some time, and looks like it will continue to do so 
  indefinitely. You never confront what you can evade, and 
  never face anything unless there is no other option. 
  Courage is not high on your list of virtues, but then the 
  line between courage and folly is virtually nonexistent to 
  your eyes.
  -Regain Luck whenever you are able to avoid a problem 
  or situation without dealing with it.
  014
  Chapter One:  The Curtain Rises/"Kaimaku" 
  
  015
  Praise-Seeker
  You self-worth is based entirely on the opinions of 
  others. You crave approval and praise, and will go to 
  extreme lengths to get such - even risking yourself and 
  things you love. Unlike the Sycophant, you do not think 
  of protection, and you have no thought of using others' 
  good opinions to your own advantage - you simply crave 
  praise and approval for their own sake, so you can feel 
  good about yourself.
  -Regain Luck whenever another character offers 
  unprompted praise, admiration or appreciation.
  Questor
  You seek the Answer to life's questions. This can be a 
  metaphysical object such as the Holy Grail, or it can 
  instead be a introspective spiritual retreat into your own 
  consciousness. You might be on a pilgrimage in order to 
  further your understanding of existence. You might also 
  move from place to place, studying people and battling 
  evil. Kane from Kung Fu had this Nature.
  -Regain Luck if you solve a mystery of the universe, or 
  gain insight into the (in)human condition. 
  Enlightenment is worth more points.
  Rebel
  You are a malcontent, iconoclast and free-thinking 
  recalcitrant. You are so independent-minded and free-
  willed that you are unwilling to join any particular cause 
  or movement. You are just yourself and only desire the 
  freedom to be yourself. You do not make a good follower 
  and aren't usually a very good leader either (unless your 
  followers are willing to go wherever you lead). You tend 
  to be insubordinate to authority to the point of stupidity.
  - Regain Luck whenever your rebellion against the 
  status quo turns out to be for the best. 
  Renunciate
  For some reason, you want to leave your past far, far 
  behind you; though as hard as you try to forget it, the 
  past will forever haunt you.
  Regain Luck when you shake aside someone/something 
  that reminds you of your past, and do so without 
  consequences.
  Revolutionary
  You hold freedom dearly and desire justice, and will do 
  whatever is necessary to hold on to these precious 
  liberties. Unlike the Rebel, your urge is not to resist 
  ALL authority, but rather to fight corruption in the 
  system where you find it.
  -Regain Luck when your questioning or resisting 
  leadership or the status quo turns out to be best for 
  you/your party/or those you are trying to protect.
  Rogue
  Screw the world! You do what you need to look out for 
  yourself and get done what has to get done. If someone 
  else suffers in the process, that's just too bad.
  -Regain Luck when your self-centered methods gain 
  you something of significant value.
  Soldier
  The Soldier not only gets through difficult situations, 
  with competence and deterimination,
  but he helps his companions through as welll, 
  maintaining morale and keeping them forcused. Any 
  person with the strength of will to face adversity with 
  resolve and keep the interest of his comrades at heart 
  embodies this Archetype.
  -Regain luck if your actions sustain the team through 
  difficult or adverse conditions.
  Squire
  Rather than stpping out into the limelight you prefer to 
  support and help those who do. You are Tonto to the 
  Lone Ranger, Watson to Holmes, Kato to the Green 
  Hornet. You care nothing for glory or recongnition, but 
  merly seek the chances to be a small part of the process. 
  You abide by the words of your present hero, and no 
  task is to menial for you if your hero requests it.
  -Regain luck if you played a supporting role in an 
  accomplishment, but take no credit for it. 
  Stoic
  Stoics seek to remain emotionally calm at all times. 
  Problems can be solved and overcome through 
  composure and by keeping a cool head, not by giving in 
  to hysterics or passion. Stoics deal with the facts in front 
  of them and try not to let their own emotions sway the 
  course of events. The calmly try to reach the most 
  efficient, economical, and effective way to solve the 
  problem.
  -Regain luck if you can overcome a setback or loss 
  without giving in to anger or other strong emotions. 
  Chapter One:  The Curtain Rises/"Kaimaku" 
  
  Survivor
  No matter what, you always manage to survive. You can 
  endure, pull through, recover from, outlast and outlive 
  nearly any circumstance. When the going gets tough, 
  you get going. You never say die, and never give up - 
  never. Nothing angers you as much as a person who 
  doesn't struggle to make things better, or who 
  surrenders to the nameless forces of the universe.
  - Regain Luck whenever you survive a difficult situation 
  through your own cunning and perseverance.
  Sycophant
  In the grand scheme of things, you are small and weak 
  and unfit for survival. Your best hope is to find someone 
  who is more powerful than you are and persuade her to 
  take care of you. In return you will serve, admire and 
  follow her. You will do anything she says, unless it puts 
  you in great risk. In any type of uncertain situation, you 
  will attach yourself to the seemingly strongest person, 
  siding with her, performing various services and 
  generally trying to ingratiate yourself. Thereby you hope 
  to earn some kind of protection. There is no limit to the 
  depths to which you will lower yourself in order to be 
  accepted, and you have no pride.
  -Regain Luck whenever a stronger character to whom 
  you have attached yourself acts in your defense, be it 
  siding with you in an argument or protecting you from 
  physical harm.
  The Beast
  You seek to conquer all who oppose you, destroying 
  them if possible. Your world view is defined by those 
  who bow to you and those who get eaten because they 
  don't. To you, all are like chess pieces on a board, and 
  you have no consideration for anyones' needs but your 
  own. You take what you want without asking, and you 
  destroy those weaker then yourself for lulz.
  -Regain luck if you remove significant opposition to 
  your goals. 
  Thrill Seeker
  When the adrenaline kicks in and your heart is beating 
  quickly you feel truly alive. Skydiving, bungee jumping 
  and leaping across roofs on a dare are all just par for the 
  course. As a junkie is addicted to his particular brand of 
  poison, you are addicted to danger. Unlike most, you go 
  out of your way to place yourself in dangerous situations 
  that test the limits of your abilities. You train and work 
  to be as ready as you can for these situations, and then 
  you seek them out. This is what sets you apart from the 
  teeming masses of paranoid dullards who shuffle 
  around, hiding from their own shadows.
  -Regain Luck whenever you accomplish a particularly 
  daring feat or overcome a nearly impossible situation in 
  which you deliberately placed yourself.
  Traditionalist
  You are an orthodox, conservative and traditional 
  individual. What was good enough for you when you 
  were young is good enough for you now. You almost 
  never change. In general you are opposed to change for 
  the sake of change - what point is there in that? You may 
  be seen by some as a miser, a reactionary or simply an 
  old fogy. You strive to always preserve the status quo.
  - Regain Luck whenever you are able to protect the 
  status quo and prevent change.
  Visionary
  There are very few who are brave or strong or 
  imaginative enough to look beyond the suffocating 
  embrace of society and mundane thought and see 
  something more. Society treats such people with both 
  respect and contempt - for it is the Visionary who 
  perverts as well guides society into the future. You may 
  be a spiritualist, shaman, New Ager, mystic, philosopher 
  or inventor, but whatever you are, you are always 
  looking for something more. You see beyond the bounds 
  of conventional imagination and create new possibilities. 
  Though you might have your head in the clouds and are 
  often of an impractical bent, you are filled with new 
  ideas and perceptions.
  - Regain Luck whenever you are able to convince others 
  to believe in your dreams and follow the course of action 
  outlined by your vision of the future.
  Wanderer
  Settling down just is not your thing-whether you're 
  running away from something or simply longing to see 
  new places, the road is your home.
  -Regain Luck when you complete your purpose in one 
  place and move on, leaving no loose ends or attachments.
  Chapter One:  The Curtain Rises/"Kaimaku" 
  016
  
  017
  Chapter Two: 
  "Harmony of 
  Dissonance"  
  /"Fukyo no Senritsu"
  (Figuring Primary 
  and Derived Statistics, 
  Selecting Perks and 
  Flaws)
  
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  018
  EX Supernaturals begin play with 30 Primary 
  Statistic Points, 35 Skill Points, 25 Quality Points, and 
  up to 15 Drawback Points.
  EX Supernaturals have been monsters for a while and 
  know the score. Your "average" Dark Apostle would fit 
  in well here. If you as the Storyteller want to tell a story 
  with some of the regular cast from Fate Stay Night or 
  Tsukihime, you could let your players make characters 
  with this point allotment so they did not feel 
  overshadowed. 
  Epic Heroes begin play with 40 Primary Statistic 
  Points, 40 Skill Points, 50 Quality Points, and up to 15 
  Drawback Points. 
  Epic Heroes often have much higher statistics and nigh-
  divine powers. If your Storyteller says he doesn't want 
  you to play one in his chronicle, respect his call. Epic 
  Heroes from Fate Stay Night include Arturia (the 
  current incarnation of King Arthur), Caster (the current 
  incarnation of Medea), etc. These are the people whose 
  deeds inspire myths and legends. Some of them are even 
  demigods and have some measure of divinity. They are 
  not to be taken lightly.
  Once your Storyteller tells you what package you'll be 
  using, you are ready to start assigning your Primary 
  Statistic points. 
  Figuring Primary and Derived 
  Statistics, Selecting Perks 
  and Flaws
  "That was chapter one. Do you want to hear chapter two? 
  You better, son of a bitch! I know the way."
      -Rally Shakers
  What you did in Chapter One was determine what kind 
  of personality your character had. You did well, kid. 
  Now it's time for us to take care of some of the other 
  parts of that sheet. 
  First, We are going to concentrate on Primary 
  Statistics.
  Primary Statistics are STRength, DEXterity, 
  CONstitution, PERception, INTelligence, and 
  WILLpower.  The average person has a rating of 1 or 2 
  in these. Not terrible, but way too Joe Average for the 
  kind of games you probably want to run. Depending on 
  the type of character you'll play, you have a certain 
  number of points to spend on stuff. Yes, this is a system 
  where you spend points to buy stuff instead of rolling 
  your character up. But you probably knew that already 
  from other Unisystem games. 
  Make sure you ask your Storyteller what character type 
  he wants you to play in his Story. That will tell you how 
  many points and other things you get to spend. 
  There are several character types in the Fate roleplaying 
  game:
  Meddling Kids (15 Primary Statistic Points, 10 
  Quality Points, 25 Skill Points, up to 10 Drawback 
  Points). Meddling Kids would be the teenage 
  protagonists you see on most television shows. Sneaky 
  Storytellers could have their players generate Meddling 
  Kids before they reveal the character is actually a 
  superpowered character (such as Tohno Shiki from 
  Tsukihime) and thus pull the rug out from under them 
  (remember to give them more points to build their 
  actual class.)
  Meddling Kid is the default character type for human 
  characters, but if you want to play an experienced 
  character (a Meddling Adult), add 10 more Skill 
  Points to the character's Skill Pool.
  Supernaturals begin play with 22 Primary Statistic 
  Points, 30 Skill Points, 20 Quality Points, and up to 10 
  Drawback Points. If you want to play a Vampire, 
  Half-demon, or Werewolf, this is usually the way to go.
  
  Primary Statistics are bought with Primary Statistic 
  Points. The Angel corebook on pages 24 to 26 breaks 
  these down in detail, but for those without that book you 
  will need to know that a level of 1 in a statistic represents 
  a true Joe Average, a 4 well above average, and 6 
  standing in for the true human limit to statistics. 
  Anything beyond that is superhuman. 
  Primary Statistic Points are spent on a 1 level 
  for 1 point until the character's level in a statistic is five. 
  After that, additional levels cost 2 points for one level. 
  Humans cannot buy a statistic past 6. Supernatural 
  creatures don't sweat this limitation (The Saber for 
  Heavens' Feel 4  has a STR of 12). 
  Before we continue, be aware there's a new 
  feature (a Quality or Perk)  in the Fate rpg called Epic 
  Attribute or Epic Skill.  If your character has this, he 
  accrues automatic successes at certain things. Epic 
  Attributes or Epic Skills are usually part and parcel of 
  something with a quasi-divine nature. Some very old 
  supernatural races have this, and all the Epic Heroes 
  certainly do. I'm about to define Primary Statistics, but 
  if Epic Attribute influences them, I'll explain how.  Epic 
  Attributes and Skills aren't really meaningful to ordinary 
  people, but if you're playing an Epic Hero, you'll likely 
  want to to have some ranks in it.  
  STR is Strength. It's handy for lifting things 
  and CQC. People with high STR are often atheletes, 
  manual laborers, and soldiers. You can determine how 
  much your character can lift (or bench press) with this 
  table:
  STR 1-5: 50lbs x STR
  STR 6-10: (STR - 5) x 200 + 250 lbs
  STR 11-15: (STR - 10) x 500 + 1500 lbs
  STR 16-20: (STR - 15) x 1000 + 5000 lbs
  STR 21-25: (STR - 20) x 1Ton + 5 Tons
  STR 26-30: (STR - 25) x 2Tons + 10 Tons
  Epic STR: Each level of Epic STR gives the player an 
  automatic success on any STR-based skill, and also 
  allows him to lift x 1.25 his former max capacity. Each 
  level of Epic STR also allows the player to do an extra 
  five points of damage in any hand to hand attack. 
  DEX is Dexterity. This stat is used for coordination, 
  agility, and gracefulness. Fine motor control and 
  precision Skill Tasks use this stat. Dexterity is used for 
  most Attack rolls (Dexterity helps the
  attack connect, STR adds extra oomph to hand to hand 
  damage.) You can figure out how many attacks and 
  defensive actions (dodge, parry, etc.) you
  get in a round with the following table. Each successive 
  attack or defensive action is at a cumulative -2 penalty
  (thus the 3rd attack in a round would be at -4, etc.):
  DEX 1-4: 1 attack and 1 defensive action
  DEX 5-6: 2 attacks and 2 defensive actions
  DEX 7-8: 3 attacks and 3 defensive actions
  DEX 9-10: 4 attacks and 4 defensive actions
  DEX 11-12: 5 attacks and 5 defensive actions.
  Every addtional +2: +1 attack, +1 defensive action.
  So let's summarize with the additional actions penalty 
  table:
  First attack and defensive action -0
  Second attack and defensive action -2
  Third attack and defensive action -4
  Fourth attack and defensive action -6
  Fifth attack and defensive action -8
  If a character is under attack from more than one attack 
  source in a turn, but has only one defensive action, the 
  attack connects if the attacker's skill test roll is 9 or 
  higher. For those of you waiting to build a character 
  with John Woo action (2 guns, 1 in each hand, wait. I'll 
  get to that later.)
  Epic DEX: Every level of Epic DEX allows the player 
  to accrue one success ina  DEX-based skill. Every two 
  levels of Epic DEX allows the player to have an extra 
  attack.
  CON is Constitution. How healthy your character is, 
  and how well he shrugs off disease, damage, and 
  fatigue.  
  Epic CON: Every level of Epic CON allows your 
  player to go one day with no sleep without penalties. 
  Every level of Epic CON gives your character one 
  automatic success level with any CON-based skill. 
  INT represents Intelligence. This statistic allows your 
  character to interpret and analyze data. 
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  019
  
  Education is represented by your Skill Pool, but your 
  ability to capitalize and analyze that info is represented 
  by your Intelligence attribute. Your character's IQ can 
  be figured with this
  formula: (INT - 1) x15 + 100 points. Thus an INT 1 
  person has an IQ of 100, an INT 3 person has an IQ of 
  130, and an INT 6 person would have an IQ of 175 
  points.
  Epic INT: Each level of Epic INT allows you to accrue 
  one success on any INT-based skill. Each level also 
  reduces the time to solve a puzzle or riddle by 20%.
  PER is Perception, the ability to notice stuff. Detectives 
  and Psychics tend to have decent Perception.
  Epic PER: Each level of Epic PER allows you to 
  accrue one success on a Perception-based skill. If you 
  have supernatural senses, this bonus works on them too. 
  WILL is WILLpower, the statistic invovlved for 
  resisting magic and psionics, casting magic, and dealing 
  with sources of psychic stress. It is also the statistic used 
  for dominating others with magic and psionics.
  Epic WILL: Each level of Epic Will allows the player 
  to accrue one success on any Will-based skill, including 
  attempts to cast magic and resist magic. 
  Once you have all of your primary statistics spent, you 
  may go on to figure out your Derived Statistics.
  Derived Statistics are all figured off of your Primary 
  Statistics. There's no way we could do Step Two before 
  doing Step One. 
  Derived Statistics
      AMORPHIAN BEING: Now, find the circuit breaker 
  module and by the way, let's start calling these components by 
  their proper names. [much slower] Circuit. Breaker. [even 
  slower] Module.
      -The Star Wars Holiday Special
  If you want to buy up your Derived Statistics, 
  there are certain Qualities (also known as Perks) that 
  will let you do so -- Hard to Kill increases your Life 
  Points, Natural Runner raises your Movement, but for 
  the most part, let's just figure out what your Derived 
  Statistics are and avoid jumping the gun. 
  Life Points: (STR + CON -2) x 4 + 18.   Life 
  Points are nice to have.  You can add more with the 
  Hard to Kill Perk. If you will be playing a supernatural 
  character, you also have the option of selecting the 
  Damn Healthy Perk. 
  Initiative Roll: Alertness [a Skill] + DEX + 
  Levels of Combat Reflexes (a Perk. Soldiers and other 
  professional battle types will have Combat Reflexes).
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  020
  
  Mana*: (PER + WILL) x 3.5 . Mana, or Maryoku as 
  it is referred to in the Nasuverse, is your magic point 
  total. You must expend it to cast spells. For spirit life 
  forms such as Epic Spirits, Mana is a vital statistic. If an 
  Epic Spirit is reduced to zero or fewer Mana, it is 
  immediately banished back to the Throne of Heroes 
  and summoning it back will probably be impossible. 
  The Mana spent to power a particular spell is generally 
  equivalent to the spell's Power Level (see the Buffy rpg) 
  x 3. If the GM wants to bring in spells from the Call of 
  Cthulhu RPG, there are already rules for that in the 
  Cthunisystem. If you are below half your maximum 
  Mana, you feel listless and rather bad; -2 to all 
  Occultism checks to further cast magic in that state. 
  Life Points can be swapped for Mana to cast spells at a 
  rate of 1:1 (this isn't recommended). Characters can 
  take the Extra Energy Quality that grants addtional 
  Mana (Ciel is noted for her incredible Mana pool). 
  Mana recovers at the rate of 1 per hour, or 2 points per 
  hour spent in sleep. If you want to play a mage-type 
  character, then save some quality points to take levels in 
  the Extra Energy Perk. 
  Movement: [(DEX + CON) / 3 ] +4 . This represents 
  the amount of squares you can move in a combat round. 
  Movement must always occur first in a round, and while 
  it is a free action (no skill test), additional attacks and 
  defensive actions start at a -2 that round. You can 
  determine how many miles per hour you can run by 
  multiplying your Movement by 3. Thus a person with a 
  10 in Movement could run 30 miles an hour. I know 
  that there are some roleplayers that will try to outrun a 
  vehicle on foot. That sounds sort of silly, but here are the 
  rules: for every 10 mph above [x] the pursuer or chased 
  thing is, the pursuer or chased thing accrues one 
  automatic success in the Contested Skill Test.
  Fate Stay Night's own speed freaks.
  Fear Save: Will x2 + Any Levels of Conviction (a 
  Quality), with penalties to actual rolls as the Storyteller 
  sees fit.
  Normally, if you roll 1 Success Level or more when you 
  are confronted by something scary, your character is able 
  to deal with it and press on. The Storyteller can apply 
  penalties to this roll as he sees fit to
  determine how your character deals with the frightening 
  thing. If the Storyteller wants to tell a more realistic, 
  psychological horror story he can rule that Luck points 
  cannot be spent to influence Fear Test rolls. All of the 
  stories this game is based on have people flipping out 
  and going crazy. To never have any nutbar Player 
  Characters seems counterproductive. Alternatively, the 
  Storyteller can rule in certain situations that Luck Points 
  can be spent for Fear Tests, but in other situations they 
  cannot.
  Times to roll for Fear Tests
  Seeing a monster's true shape. Witnessing the decaying 
  form of a zombie or a vampire's game face challenges 
  long-held, fundamental beliefs.
  Being exposed to the use of supernatural 
  abilities. A ghost climbs into a human shell, a vampire 
  turns into a bat, a zombie claws itself out of the grave, 
  magic is used flagrantly, or a werewolf heals a 
  devastating injury instantaneously. This includes psionic 
  attacks against your character or ghostly illusions.
  Watching a monster feast on a victim. Watching 
  a ghost siphon out the life essences of its victim, seeing a 
  werewolf tear off a man's arm and chew down, watching 
  a malign spirit burrow into a human and take him over, 
  witnessing a human being's body "reformat" itself due to 
  being invaded by a possessing demon, and seeing a 
  vampire suck blood from a victim's neck upsets the 
  mind.
  Discovering evidence of a monster's activities. 
  Another bloodless corpse, or witnessing the gore left 
  after an unholy ritual shakes a person's resolve. 
  Discovering an open coffin in a basement is also 
  unsettling.
  Confronting the monster directly. No comment 
  is necessary here.
  Certain things, such as the presence of gore or 
  being in a Den of Evil, will add additional penalties to 
  the Fear Test. The presence of blood adds penalties (-1 
  for a small pool or flecks, -2 for a body, -3 for Tom 
  Savini goodness, and -4 for cult film levels of 
  awfulness). Here's a sample from Tsukihime:
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  021
  
  I heard an incredibly dumb-sounding voice coming from my 
  own throat. Dizziness. The pieces of the girl lie before my 
  eyes. Red blood has been splashed across the floor like an 
  overturned bucket of water. There is the choking scent of blood. 
  The cuts are clean, so her insides don't
  spill out. Only the color of red goes across the ground. There is 
  nothing in the room. Nothing but the girl's scattered limbs and 
  me, standing there dumbfounded. 
  - Tohno Shiki, Arc or Ciel Route (Near Side)
  That particular instance would be -3 for the 
  description of the body in chunks and the gore, but I'd 
  kick up to -4 considering it was Tohno that done the 
  slicing and dicing. Nothing like your first murder, as 
  Angelus on Angel once said.
  The den of something evil also reeks of psychic 
  ill-will and fear, and as such can provide further 
  penalties to turning undead or fright checks while 
  within it. A network of tunnels beneath a graveyard is -
  2, Castle Dracula is -4, and a Hell dimension is -6.
  Also, certain monsters are just more scary than 
  others. A vampire is worth -1 to the Fear Test, but more 
  powerful vampires, demons zombies, and ghouls are 
  worth between - 2 and 3. Dead Apostles are often 
  between -3 and - 4. True Apostles can be horribly 
  frightening (-5 and -6). Great Old Ones are usually 
  between (-8 and -10).
  When your Storyteller calls for a Fear Test, roll 
  the dice and subtract any penalties from the total.
  Total: 9+: Scared, but basically ok.
  7-8: The character fails the Initiative Roll. He goes last 
  that round.
  5-6: Potential gain of 1D2 + (Half of the monster's 
  penalty to the Fear Test) Madness Points . Screams, 
  flinches. The character can only take defensive actions 
  that round and may not use Full Defense.
  3-4: Potential gain of 1D4 + (Half of the monster's 
  penalty to the Fear Test) Madness Points. Flee! The 
  character takes off at a full clip, and if cornered will 
  cower. He may not attack and subsequent actions are at -
  2. After each turn he can roll Fear anew (a success will 
  reduce penalties by 1 each successive round until he 
  recovers fully).
  -10 to +2: Potential gain of 1D6 + (Half of the 
  monster's penalty to the Fear Test) Madness Points. Total 
  Terror. The character will lose his lunch, lose 
  consciousness, or do whatever the Director decides.
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  022
  
  Getting Destiny to 
  Work for You (The 
  Derived Statistic 
  Known As Luck)
  Your base luck or characteristic luck in the 
  Derived Statistics box is equal to (INT + PER + 
  WILL) / 5.3 (round to the next number). This 
  represents your ability to influence fate as it affects your 
  character. Your characteristic Luck is fixed, but you can 
  buy more levels of Luck at the bottom of your sheet 
  later with the Extra Lucky Quality. 
  Luck has three types: Characteristic Luck, which 
  is the character's starting amount, and Functional Luck, 
  which the character can buy up by taking levels in Extra 
  Lucky. Functional Luck does recover up naturally over 
  time. The rate of recovery is up to the Storyteller. It is 
  suggested that one point every two weeks is fair, but if 
  the Storyteller wants to run a particularly grim setting, 
  one point every month or even two months is possible. If 
  the character wants to regain the lost Luck points more 
  quickly, he can roleplay his Nature and Demeanor. If 
  the player is running an Epic Spirit, they regain Luck at 
  the rate of two points per month if they have a Master 
  who can give them Mana, and one point per month if 
  they do not.
  Luck points can be represented by poker chips, 
  life stones, or whatever the Storyteller wants. The player 
  can pass one to the Storyteller when he wants to expend 
  a Luck point. If the player roleplays his Nature and 
  Demeanor well, consider passing another chip, stone, 
  etc. to him.
  Luck points can be spent to reduce damage 
  taken from sources. The Storyteller has several options 
  and can use his own judgment in determining the 
  mechanics of that, but from the author's perspective, 
  spending a Luck point to reduce an incoming wound by 
  10 hit points seems fair. Thus if a player takes a wound 
  worth 30 points of damage, he can spend a Luck point 
  to make it a 20 point wound. This gives players more of 
  a fighting chance but does not interfere with the gritty 
  darkness of Tsukihime.
  If the Storyteller wants to run a more fantastical 
  game setting such as Fate Stay Night, the Luck points 
  can be spent to accomplish cinematic feats. Here are 
  some suggestions:
  Only a Flesh Wound. If the player spends a 
  Luck point, the damage from in incoming attack is 
  halved. He can then halve that wound's loss in life 
  points again by spending an additional Luck point in 
  the following round.
  Plot Twist. For some reason, you happen to be 
  in the right place at the right time while dramatic 
  lighting is on you. Maybe the monster is full and doesn't 
  feel hungry enough to eat your character. Or the killer 
  dropped a vital clue at the crime scene. Once per 
  session, a player can spend a Luck point to get a Plot 
  Twist. If the Storyteller doesn't feel it's appropriate, the 
  player isn't able to spend the Luck point but doesn't lose 
  it either.
  Combat High. If the player spends two Luck 
  points, he can enter a state of righteous fury. If he is in 
  that state, all attack rolls (including magic use and using 
  Noble Phantasms!) he will make for an entire fight are 
  at +5. After the fight is over, he will experience a 
  powerful comedown from his Combat High. There 
  must be a legitimate reason to evoke this Combat High. 
  Being peeved about a parking ticket or global warming 
  just isn't enough. Seeing your family gunned down is 
  enough. Combat High is appropriate for non-heroic 
  settings such as  Tsukihime. In Tsukihime's case, 
  murderous rage can easily be represented by Combat 
  High. 
  Back from the Grave. In a supernatural 
  setting death isn't as permanent as it is in less fantastical 
  environments. If the player expends a Luck Point, he 
  can reappear in the following Story (not this campaign, 
  but the next one). Reappearing in the next Chapter of 
  the Story requires the expenditure of five Luck Points. 
  There are many ways one can roleplay this:
  Miracle at the ER. Surgeons got your heart pumping 
  again. Because your character flatlined, he should 
  probably have some profound mystical experience.
  Dead Rising. Although your character died, 
  he is back -- as an unliving thing. Ghosts, vampires, 
  liches, etc. are all possible. If the Storyteller wants to 
  equip the character with new Perks, the player will have 
  to pay those down with experience points.
  Twin Sibling. "She's my cousin. But doesn't she 
  look almost exactly like Laura Palmer?" - The Man From 
  Another Place, Twin Peaks.
  Although it looks like you, it isn't. It's your clone, twin, 
  reploid, etc. The Attributes and Skills must be adjusted 
  somewhat to represent the different life lived.
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  023
  
  And finally, an additional optional rule can be added for 
  normal mortals without supernatural abilities. One 
  might think that these types would end up getting the 
  short end of the stick in this game, so here's an optional 
  rule:
  Put It All On The Line. If the character is 
  doing something that directly relates to the drama of the 
  Story, once per game session he can bet a point of Luck 
  (same as spending it, but if the roll succeeds he gets the 
  Luck point back). The key is that the situation must 
  relate to overcoming a supernatural enemy. Trying to 
  uncover information about the beast in the library, or 
  disarming his security system, sneaking up on a target, 
  rolls to interrogate or torture a henchman, or resistance 
  rolls against evil magics, being tortured by a monster, 
  and evil powers all qualify.
  Rolls to save vs toxins, starvation, fatigue, and 
  anything mundane does not qualify.
  Rolls to use magic, hypertechnology, relics, or 
  supernatural powers do not qualify.
  If the roll does not earn any or enough successes 
  , the Luck point is lost and it is treated as a Critical 
  Fumble. There is a price involved for Putting It All On 
  the Line. It is best used if the player thinks his character 
  is between a rock and a hard place.
  Conclusion: As shown here, Luck is an 
  important part of any Story . Because player characters 
  must expend Luck to activate Noble Phantasms and 
  other particularly powerful knacks, Luck is also a way to 
  manage Players' use of powerful items and special 
  abilities. It is also a controlled way to keep the Cast alive 
  within the confines of a storytelling environment.
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  024
  
  Qualities and 
  Drawbacks, or Perks 
  and Flaws
      At 30 a man should know himself like the palm of his 
  hand, know the exact number of his defects and qualities, 
  know how far he can go, foretell his failures - be what he is. 
  And, above all, accept these things.
      -Albert Camus
  Now that we have figured out both Primary and 
  Dervived Statistics, let us continue on to Qualities (also 
  known as Perks) and Drawbacks (also known as Flaws). 
  You may desire to buff up your Derived Statistics with 
  certain Qualities, so read on for how to do that. 
  If you are planning on playing a supernatural 
  character or a mage, you will need ranks in Magic 
  Circuit and you might also want to buy levels of Extra 
  Energy. 
  You might also want to buy some levels of Hard 
  to Kill. 
  Also, if you are playing a human character, it's 
  rather odd for you to have Supernatural Qualities. The 
  default species to play is human, but you could play a 
  half-demon, a freak, a homonculous, a familiar, or a 
  Servant if your Storyteller is cool with it. Storytellers can 
  mess around with these as they see fit; one might decide 
  that the Webbing Supernatural Quality could be 
  produced from the wrists or eyes for a particular 
  nemesis of the players. Supernatural Powers may cost 
  Mana to use (Quality cost x 2 to turn it on, quality cost 
  in mana per round for auto-fire seems to be a good 
  representation).
  A long list is about to begin. If it's a Flaw, you 
  can take it to add back Quality Points to your sheet (but 
  you have to deal with it). If it's a Quality (or Perk), it 
  costs points but gives you some kind of benefit. 
  Albinism (2 point Physical Flaw) 
  In Fate, it gives its possessors chalk-white skin which is 
  easily sunburned. The pupil often looks reddish. Many 
  albinos have poor vision, as they have no melanin or 
  pigment in their eyes. This causes them to have 
  difficulty filtering out light from their eyes, causing 
  eventual retinal degeneration. For this reason, many 
  albinos will wear thick sunglasses even on overcast days.
  Antisocial Personality Disorder (4 pt. Mental Flaw)
  People with this Flaw no longer follow societal norms - 
  and they don't believe in guilt. Theare no lines 
  seperating good and evil, right and wrong, and their 
  conscience is non-functional. They are desensitized to 
  unacceptable, reprehensible, and inappropriate acts. 
  They are like automatons, emotionless and cruel. 
  Morality is one light shade of grey to them, so they'll 
  calmly lie, cheat, steal, and kill. The terms "psychopath" 
  and "sociopath" can be used to describe a person with 
  antisocial personality disorder.
  The diagnostic criteria for Antisocial Personality 
  Disorder are
    † Failure to conform to social norms - repeatedly 
  performing acts that are grounds for arrest.
    † Deceitfulness - repeated use of aliases and deception, 
  conning others for profit and pleasure
    † failure to plan ahead and impulsivity
    † increased aggressive response leading to repeated 
  physical assaults
    † disregard of safety for the self and others
    † irresponsibility in sustaining work behavior and 
  financial obligations
    † total lack of remorse: the subject is indifferent to or 
  rationalizes hurting, stealing from, or mistreating others
    † tendency to violate the rights of others (includes 
  sexual, physical, property, emotional, legal rights)
    † intolerance of boredom; increased impulsiveness
    † increased sense of entitlement
    † Trivial, impersonal, and poorly integrated sex life
  This is a dark Flaw to have as it allows its 
  possessor to engage in atrocity and murder and feel no 
  remorse for it.
  Because the person is cold and distant to those 
  they meet, they are at -2 to all social rolls. They also can 
  never gain any successes on Empathy rolls, as they have 
  none. Crossover Flaws include Borderline Personality 
  Disorder, Histrionic Personality Disorder, Narcissism, 
  Adversary, Depression, Generalized Anxiety, Addiction 
  (alcohol or other drugs), Manic Depression, Paranoia, 
  Reckless, and Schizophrenia.
  Abusive Partner (2 pt. Flaw)
  Your character is involved with someone who abuses 
  them physically. Roll Constitution + Luck  each day 
  you play or suffer 1D6 x2 bashing damage (2D6 x2 if 
  you botch).  This can be combined with the Child Flaw 
  if you want to RP a kid who is being abused by a family 
  member.
  Accursed (varies)
  "Looking through the family tree, all members of the Tohno 
  household have died strangely.
  Madness. Accidents. Murder. Disappearances. Still births.  
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  025
  
  Not one of them lived a long life, or even died peacefully." -
  Shiki Tohno, Tsukihime
  You have been touched by a powerful curse, one that will 
  stay with you until your demise. The elements of the 
  curse determine its point value. It cannot be removed by 
  exorcism or standard magics. The curse is the result of a 
  misdeed done in the past, and atonement is necessary in 
  order to make progress towards removing the curse. 
  The player may decide upon the details and history of
  the curse, or the Storyteller may decide to create it 
  himself. Geasa can be simulated with this Flaw.
  The curse is worth anywhere between 1 and 10 
  points. 10 points would destroy the chance for the 
  character to live a normal life, or strike him down at any 
  moment. Inconveniences like ever-present vermin and 
  little accidents are worth 1 point. People always being 
  angry and distrustful (-2 to -3 to Influence) would be 
  worth 2 to 3 points. Perpetual poverty would be -3.
  The curse can also be an area effect, 
  contaminating all who are close to the Accursed.
  Life-threatening curses are -5, and force the 
  character to wake up every day knowing that something 
  awful could happen.
  If the reason for the curse is not known, add 1 
  to its final cost. If the cure involves complex or illegal 
  activities, add 2. If it requires a long quest, add 4. Those 
  that cannot be cured add 6 points.
  Acute Sense (1pt. per level Perk)
  +1 per level to all rolls involving selected sense. +1 to 
  sensory Magick involving selected sense. Don't forget 
  that this will make bright, noisy, smelly places very 
  uncomfortable for you...
  Addiction (1-6)
  Imposes a penalty equal to the Flaw value whenever you 
  are not able to have your substance o' choice. Habitual 
  Drinking and Smoking is 1 point.  Caffeine Addiction is 
  1 point. Heavy Drinking and Smoking, or Marijuana is 
  2 points. Heavy use of m.j. is 3 points. Alcoholism, 
  cocaine, or barbituates are 4 points. Heroin is 5 points. 
  Anything else (crack cocaine) is 6 points.
  ADD (2 pt. Flaw)
  You have a hard time sitting still and paying attention 
  for more then a few minutes. Anything over 10 minutes 
  requires a Will roll, with increasing penalties for longer 
  periods. ADHD brings with it the need to hit people.
  Adversary (varies)
  Someone out there hates your guts. The point value 
  you get for this Flaw depends on how powerful they are 
  and how dedicated they are to making your life hell. A 
  normal person is 1 point. A green beret is 3. A demon 
  mage is five. A gang of thugs is 2 points, the police dept. 
  of a city is four, and groups like the CIA are worth 6. 
  Ambidextrous (1 pt. Perk)
  May perform tasks with either hand and suffer no dice 
  penalty. This comes in very handy (bdum-*tish*) for 
  John Woo action.
  Age (2 pts. per level)
  You need to be Immortal to take this advantage. For 
  every level you have in this, add INT x 1 skill points to 
  your character's pool. You must also take a level in 
  Adversary or Secret, which does not add any points.
  Aging (5 pt. per level Flaw)
  You're getting old. Every 10 years over 40 represents 
  one level of this Flaw. For every level of this flaw, reduce 
  a Physical attribute by one. If you want it to affect your 
  Mental attributes, just say so.
  Albinism (2 pt. Flaw)
  In Fate, it gives its possessors chalk-white skin which is 
  easily sunburned. The pupil often looks reddish. Many 
  albinos have poor vision, as they have no melanin or 
  pigment in their eyes. This causes them to have 
  difficulty filtering out light from their eyes, causing 
  eventual retinal degeneration. For this reason, many 
  albinos will wear thick sunglasses even on overcast days. 
  Because of their susceptibility to sunlight, Albinos 
  would make for terrible soldiers, but would be fine in 
  support positions.
  Allergy (1 to 4 pt.)
  An allergy to a substance, the commonality and danger 
  of which affects the value of the Flaw. This includes 
  Asthma, Hay Fever, and other such Flaws.
  Anemia (2 or 4 pt. flaw)
  "Dizziness assails me. I can feel my consciousness 
  withdrawing. This isn't a normal spell. If it's this bad, when 
  I collapse I won't be able to get up for a while. As expected, 
  running here at full speed, including up that hill, was too 
  much. I'm completely out of breath."
  -Tohno Shiki, Tsukihime 
  Your blood lacks a sufficient amount of hemoglobin 
  and/or red blood cells. This causes tissue hypoxia. You 
  often feel tired or weak, either in general or during 
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  026
  
  exercise, suffer from ennui and poor concentration. 
  Sometimes you feel short of breath. At times your heart 
  has to increase cardiac output, leading you along the 
  path of palpitations and sweatiness.
  In the story of Tsukihime, Shiki suffers from this 
  ailment but recovers in time with bed rest, or can spend 
  a Luck Point to shift over to Nanaya Shiki, his evil side 
  who is untroubled by the ailment. The Complimentarity 
  he shared with SHIKI allowed SHIKI to "borrow" 
  some of his life force, causing Shiki's anemia. Even after 
  SHIKI was dusted, Tohno's body remained frail.
  If you picked this Flaw, you most likely have the 
  pallor issue that vampires often do. This Flaw is a 
  wonderful one for Storytellers to use against you, and 
  your character will suffer some reductions to Move, 
  STR, CON, and Life Points during periods when this 
  is noticeably evident. You might even get so tired you 
  collapse. The 2 point version reduces STR, Movement, 
  and CON by 2 points during a spell. The 4 point 
  version reduces STR, Movement, and CON by 4 
  points during a spell. 
  If either STR or CON are reduced to zero 
  during a spell of anemia, you'll have to pass a Stun 
  check or you'll lose consciousness. 
  Anti-Luck (variable Flaw)
  You get 1 point for each level you take. Your GM gets to 
  use these against you to either negate a point of Luck 
  you're spending or give you a -10 to one of your rolls. 
  Not so fun.
  Antisocial Impulses (1-3)
  Cruelty: Works exactly like the Mental Problems 
  drawback, but you can only take two levels of Cruelty- 
  the third becomes the Anti-Social Personality Disorder 
  Flaw.
  Deceit: Your character loves intrigue. You craft 
  convoluted plans against all of the people you know, 
  even friends and allies. You must make a Will x 2 roll to 
  avoid deceiving someone or
  making a plan more complex than it needs to be.
  Violence: Once you start, you don't stop until it's done. 
  You are a berserker. To keep your cool in combat, you 
  must make a Will x 2 roll. If you fail, you're not 
  stopping till your foe is dead, and you can't run away 
  either. This is not the same as the Mad Enhancement 
  Class Advantage of the Berserker Servant Class.
  Approachable (1 pt. Perk)
  There’s something very approachable and non-
  threatening about you. –1 difficulty to all Empathy rolls.
  Attractiveness (1 per level, can be a Perk or a Flaw)
  Attractiveness -2: This is starting to go into inhuman 
  territory.
  Attractiveness -1: Unattractive or unhealthy. 
  Attractiveness 0: Ordinary-looking.
  Level 1-2: You stand out in the crowd.
  Level 3-4: Professional model.
  Level 5: Heart-stopping. 
  Positive or Negative Attractiveness gives you a bonus to 
  particular Social rolls. Positive Attractiveness provides a 
  boost to Seduction and other positive Influence rolls 
  equal to the level you have in it. Negative Attractiveness 
  boosts Intimidation attempts. 
  Balance of the Cat (new Quality, Supernatural, 2 points)
  This costs 2 Mana to activate and 1 Mana per Turn to 
  keep it running. When it's on, the character can run 
  across ropes or rails, stand on top of posts, effortlessly 
  climb ropes, and instantly recover from being thrown. 
  The character's Movement is unhindered while doing 
  these things.
  Banality (Panzaism) (3 pt Flaw)
  Your character does not believe in the supernatural, and 
  has the instinctive reluctance to accept the idea that 
  monsters and magic do in fact exist. This Flaw cannot 
  be taken by characters with Bloodlines, Servants, or 
  other supernatural powers for obvious reasons. Once 
  your character has seen incontrovertible proof that the 
  supernatural does exist, you can buy off this Flaw.
  Until you get rid of it, have fun roleplaying this 
  character. Mundanes with this Flaw have a great deal of 
  trouble passing Fear Tests, because they automatically 
  flip out (without looking totally sweet), run away, and 
  try to rationalize and deny what they saw. People have 
  been plagued by centuries of societal and cultural 
  pressure to not recognize the supernatural and the 
  inhuman. Thus if a person witnesses such a thing, he 
  first flees, and then reinterprets what he saw to make it 
  fit with what he knows about the world. This principle 
  holds true for ghosts, werecreatures, the walking dead, 
  demons, vampires, potent/obvious magic, and alien 
  creatures.
  What they do when they come across something like 
  that depends on their WILLpower. Someone with a will 
  of one either faints dead away or flees in sheer terror.
  WILL 2-3 people stand and watch blankly, gibbering 
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  and disbelieving.
  WILL 4-6 characters can walk away, pick up an item, 
  and then leave and begin rationalizing what they saw. 
  They cannot remain in the area for more than 4 Turns, 
  though. And after they leave, they immediately block 
  out what they saw and forget about it entirely.
  Child characters below the age of 10 cannot have this 
  Flaw.
  Bloodline (supernatural, varies)
      There is a demon lurking in the bloodline. And that isn't 
  just a simple metaphor. Our ancestors were a mixed breed of 
  "something nonhuman" and human. As their descendants, we 
  also have this element of 'something nonhuman' in our blood.
      In regards to that, there are those with strong and those 
  with weak nonhuman blood. Those with weak nonhuman 
  blood can live their lives as ordinary people, but those with 
  strong nonhuman blood may never lead a normal life.
      Those with strong blood of our ancestors are born with 
  special powers. It could be a body that is resistant to death. It 
  could be the ability to move things without touching them. Or 
  it could be fangs used to take bodily fluids from other people.
      If the blood becomes too strong, the person starts to 
  gradually lose their sanity. The majority become ravenous 
  demon cannibals that feed on human flesh.
      -Excerpted from Tohno Makihisa's personal journals
  Sometime in your past, your family welcomed the 
  intrusion of something else into it. As a result, the family 
  line is something other than human, and so are you. Not 
  all heirs will react to the inhuman blood in the same 
  way; some develop superhuman control over their 
  destinies (many levels of Extra Lucky) , others lose their 
  ability to remain humans and become killers, and some 
  stay dormant and live normal lives. Sometimes people 
  with the Bloodlines quality will snap and view other 
  supernatural beings around there as a threat, as they 
  have a tendency to rely upon their instincts more than 
  their reason.
  There are times when the blood of the character 
  waxes more powerful, and times when that power wanes. 
  That's up to the Storyteller to decide. Worse still, if the 
  player picks Mental Problems , Inversion Impulse , 
  Doomed, or Fading, the character's original soul may be 
  completely subsumed by their heritage. This condition 
  will be visible if the subject is viewed by Supernatural 
  Senses, and is detectable by a genescan. As for why a 
  family might have this Flaw, their ancestors could be 
  cultists or people attempting to bargain with demons in 
  exchange for something (material wealth, fame, etc.)  In 
  Tohno Makihisa came from Old Money. Really old 
  money. 
  Borderline Psychological Disorder (3 pt. Mental Flaw)
  (For a great treatment of this disorder, see the film Fatal 
  Attraction.) Sufferers of this disorder have no consistency 
  or framework for their actions, instead they are filled 
  with chaos. What is black one minute is
  white the next. As a result, people with this Flaw 
  vacillate wildly between judgments and evaluations - 
  including their own self-image and perceptions of 
  others. This can lead to suicidal and homicidal behavior. 
  They can love a person, go to bed with them, and then 
  stick a knife in them the next morning over breakfast. 
  Think of them as dangerously unpredictable wildcards.
  Sufferers with this disorder are at -2 to all 
  Willpower-based rolls and are at -1 to -4 to all Social 
  rolls depending on how bad their behavior is in that 
  situation.
  Born Behind the Wheel (2 point Perk)
  If it's got an engine and a way to steer, you can fly or 
  drive it. You are a natural behind the wheel of any 
  vehicle, and can eek out that extra bit of performance 
  out of any crate which the engineer’s didn’t even know 
  the machine had. You gain a +2 to any Drive or Pilot 
  roll. This doesn’t help with any animal handling or 
  riding rolls (which use Animal Ken); it only works with 
  powered vehicles. If you want to be a drift racer, take 
  this Perk and also take the Initial D specialization for 
  Drive. 
  Catlike Balance (1 pt. Merit)
  -2 difficulty to all balance-related rolls.
  Catnapper (2 pt. Merit)
  You need your usual amount of sleep—just not all at 
  once.
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  Child (4 pt. Flaw)
  You are pre-pubescent. No Physical Primary Statistic 
  over 4; no knowledge based skill over 6 unless you have 
  the Old Soul Perk. ½ movement rate of adults.
  Chiurgery (new Quality,supernatural, 5 points)
  The prerequisites for this power is Medicine at 4 or 
  better, Magic Circuit rank 2 or better, and Occultism 1 
  or higher. The character can use accupressure and 
  massage to concentrate the Mana in the subject's Magic 
  Circuits, and then astrally jacks into them, causing them 
  to send Mana throughout the targets' body - 
  immediately healing Lethal damage (which ordinary 
  First Aid could not treat). The character rolls WILL + 
  Medicine. Each success restores 1D8+2 Life Points 
  lost to a Lethal source. It is not easy to work on 
  someone else's Magic Circuits, though - the user of this 
  power loses 5 Mana per success he rolled. If used on an 
  undead creature, the subject would regain 1D4 Life 
  Points per success level.
  Chiurgery is taxing to use. If it is used by the same 
  person more than once per day, that character must 
  spend a Luck point to use it the second time. The third 
  time sets him back two Luck Points, etc. Divine 
  Chiurgery allows the healer to roll the three times the 
  amount of healing dice - but the healer only keeps 1/3rd 
  of those dice (hint: keep the highest rolling dice.)
  Chronic Fatigue (2 pt. Flaw)
  You require 10 hours of sleep every night, not the usual 
  eight. If you are denied this amount, you will be at -1 to 
  all skill tests. You are always very tired after strenuous 
  activity. This Flaw cannot be combined with Tireless.
  Clown (1 point Flaw)
  You believe that humor can help to improve all 
  situations, even during inappropriate moments.
  You find it hard to avoid cracking wise, even when it 
  works against you. You are truly one with the lulz.
  Code of the Buddhist Monk (3 or 5 The 5 point pt. 
  Flaw)
  This represents the moral code of many Buddhist 
  monks. The character vows to abstain from violence 
  (though he can defend himself), to remain celibate, and 
  to not eat red meat. The five point flavor of this flaw 
  adds a vow of poverty , a strict vegetarian diet (no 
  animal flesh), and a restriction against violence towards 
  animals of any sort. Historically, many monks did not 
  take this flaw. 
  It's not required for being part of the Buddhist clergy, 
  but it is strongly recommended.
  Code of Bushido (4 point Flaw)
  This is the honor code of the Japanese warrior/retainer. 
  It demands that the character die a good death with his 
  honor intact -- one might say that being prepared for 
  death is the ever-present theme of this philosophy. Other 
  aspects include filial piety, rectitude, martial prowess, 
  honor, methods of raising children, and caring for one's 
  appearance and grooming.
  But above all, the code demands absolute loyalty to one's 
  lord, even if that lord orders the samurai to kill himself 
  or destroy everything he loves. And if his lord forbids it, 
  a samurai cannot avenge himself against someone who 
  has insulted or dishonored him, leaving the samurai to 
  suffer from the insult and loss of face, silently bearing 
  the shame until he either kills himself or his lord 
  rescinds the order. If someone else insults the samurai's 
  lord, the samurai must answer that insult.
  Code of the Chinese Knight (5 point Flaw)
  The character must right any wrongs he witnesses, 
  correct social injustice, keep any oaths of loyalty he 
  swears, and honor all deals and obligations he accepts. 
  He must honor good people. The five point value of this 
  includes a vow of poverty, but that can be excluded and 
  will bring down the value to 4 points.
  Complementarity (2 pt. flaw)
  "The Nanayas are a family that produces killers. If that 
  adopted son happens to stay alive, the link between him and 
  SHIKI may corrupt SHIKI's mind." 
  -Excerpt from Tohno Makihisa's personal journals.
  Sometime ago your character forged a link 
  between your own consciousness and someone else's. 
  Usually it's someone very evil. As a result, you 
  sometimes witness their extracurricular activities. 
  Because your character is witnessing the other party's 
  memory, the vision is ultra-realistic, and your character 
  may even believe they are his memories.  If they make a 
  WILL x2 (or Meditation) roll against you and score 
  success levels, they have a general idea of where you are 
  and may also use one Telepathy and Influence roll 
  against you per success level . They can also use the 
  Corrupted Visions power to give you fantastically 
  horrible nightmares.
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  029
  
  Compulsive-Aggressive (2 pt. Mental Flaw)
  Day-to-day exposure to horrifying scenes, blended with 
  your innate desire to dust the perpetrators, has caused 
  you to lose sight of your moral and social perspective on 
  violence. Naked aggression is your primary way to 
  interact with others socially.
  This Flaw forces you to react to social situations 
  with a confrontational and violent manner. You treat 
  Influence Skill Tests like you were rolling Influence 
  (Intimidation). In any social Test, if you Critically 
  Fumble you snap and attack the target, using whatever 
  weapon you currently have available. You can avoid 
  doing this by spending a Luck point.
  Combat Incompetence (1-5 level Flaw)
  Deducts 2 from Initiative rolls per level bought.
  Combat Reflexes (1-5):
  Adds +2 to Initiative rolls per level bought.
  Command Rune (FSN, Supernatural, 5 points to have 
  the Rune, Another 2 points per additional charge left in 
  the rune)
  Somewhere on your body (most likely the hand) you 
  have an elaborate occult design. This design is visible to 
  those with advanced supernatural senses. With it, you 
  can order your Servant to do one thing he or she does 
  not want to do. As an example, if Emiya wanted Saber 
  to become his personal maid, he could sacrifice a shot 
  from his Command Rune and zap, she'd be a moelicious 
  maid. When a Command Rune is used, a part of it 
  grows dark and fades. When all of it is used up, it is 
  gone forever. 
  In Heavens' Feel 4, Saber's previous Master used 
  a shot from his Command Rune to force her to destroy 
  the current incarnation of the Holy Grail; she was 
  adamantly opposed to doing so because she wanted to 
  use the Grail's power to rewrite her own history.
  The Command Rune has a number of uses 
  before it is completely expended. If that happens, the 
  player does not get back the points from the rune, and 
  the Servant is a free agent who must find a new Master 
  before they fade away entirely. Woe and grief to the one 
  who was cruel and abusive to his Servant if it becomes 
  free.
  It is possible to transfer Command Runes from 
  person to person; one way is if the person is willing, and 
  the other is if the rune is physically removed from the 
  person by nonconsensual surgery.  Either case would 
  require Chiurgery or a similar astral healing art. 
  Masters can use their Command Seal to forge a new 
  contract with a Servant as long as they have some ranks 
  in the Seal left and the Servant has not faded away. If a 
  person received a Command Seal, he could form a 
  contract with a Servant. Servants cannot break their 
  contracts without risking non-existence as they are so 
  heavily dependent on Mana to exist in our reality. If 
  their Master is killed or their Master's Command Seal 
  is completely depleted of charges, they are officially free 
  agents. If the Servant has the  Independent Action class 
  ability, they can perform all manner of backstabbby 
  behavior.  Masters with Command Seals can also look at 
  another Servant and gauge its power in relation to their 
  own Servant, as seen in Fate/Zero Act 4 Part 3. The 
  manner in which they perceive this information depends 
  on the Master's  own expectations and experiences; i.e., 
  a roleplaying geek might see a "character sheet" for the 
  other Servant. 
  Confidence (2 pt. Perk)
  You posess an untouchable air of superiority that makes 
  others instinctively realise you're in charge. -2 to all your 
  Social difficulties. +2 to the difficulty of any Social 
  attempt to mislead or intimidate you.
  Con-Goer (1 pt. Perk)
  You are jazzing on your hobby, allowing you to push 
  your system for extended amounts of time; however, you 
  will crash hard if you push yourself too much. With this 
  Perk, for one night every three hours of sleep you skip 
  translates into 1 Level of Fatigue. You can go days 
  without sleeping, but when you finally do put your head 
  down on the pillow, you must roll CON x2 + 1D10. 
  This is opposed by Fatigue x 2 +1 + 1D10. Each 
  success level removes one Level of Fatigue. If he has 
  remaining levels of Fatigue, he must sleep eight hours 
  and also sleep 1 additional hour per remaining level of 
  Fatigue.
  Contacts (varies)
  Decide upon how highly placed the person is. The more 
  important the person is, the higher the point value. Add 
  in how much help they'll offer: protips plus letting you 
  sleep on the couch is 1 point; backup in a firefight is 4 
  points. 
  Criminal: Stoolie, bartender, made man, gang member, 
  fence, cat burglar, industrial saboteur. 
  Financial: broker, banker, money manager, office 
  worker, software mogul.
  Government: Beat cop, detective, Federal agent, 
  bureaucrat, academician, politician. 
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  030
  
  Supernatural: demon, wizard, vampire, demon club 
  owner, oracle, demon nobility
  Conviction (variable Quality)
  With this Perk, you are better able to face the forces of 
  evil. Each Level of this Perk (maximum 5 Levels) adds 
  +1 to rolls for your Fear Tests. Each level costs 1 
  Quality Point. Once per day, you can use your 
  Conviction rating as a temporary boost to your STR for 
  the purposes of escaping something very dangerous -- a 
  zombie's choke hold, a tiny net, etc.
  Corrupted Visions (4 pt. Supernatural Quality) - This 
  power induces hallucinations in victims. 
  Phantasmagoria, voices from God (but not really), 
  mocking voices, and so on are all possible. To use the 
  power, the demon must roll PER + Influence. Each 
  success allows him to torment his victim for one turn. 
  The success levels also dictate the potency of the vision --
   one success brings whispers or glimpses of something 
  otherworldly, five or more success bring a manifestation 
  of a deity. The visions have no substance whatsoever. If 
  the target believes someone is messing with his head, he 
  can resist the effects with a WILL roll. A well-chosen 
  illusion relevant to the target causes a penalty to this roll, 
  and a ridiculous image (Mother Theresa turning into a 
  bloody tentacle monster) might give the target a bonus 
  to resist.
  Covetous (1-3)
  You know what you want. It can be greed (money), 
  lechery (sex), ambition (power), and conspicuousness 
  (fame and renown).
  1: You won't break the rules of society or your own 
  moral code to get what you want.
  2: You must roll WILL x 2 at a -1 to -3 if the reward is 
  great.
  3: You'll stab friend and family to get what you need. -1 
  to -5 to resist the prize.
  Cultural Snob (1 pt. Flaw)
  You despise pop culture, and don’t relate well to people 
  that enjoy it. +2 difficulty to socialization rolls when 
  dealing with such people.
  Curiosity (2 pt. Flaw)
  Your incredible curiosity and desire to learn new things 
  gets you in trouble. Make a WILL check at -2 to avoid 
  inspecting something new, interesting, mysterious, etc.
  Cyclic Supernatural (2 pt. Flaw) Your supernatural
  power waxes and wanes with the phases of the moon. 
  Do the work and submit it to your ST. Thanks.
  Damn Healthy! (supernatural, not available to humans, 
  1 per level)
  +10 Life Points per level.
  Danger Sense (supernatural, 1 point per level)
  "The back of my head numbs. A horrible chill, as if my body 
  freezes to my fingertips ... I try to catch my breath. In contrast 
  my cold body, my throat is scorching. I put my hand in my 
  pocket and take out my knife. I need a blade in my hand. " - 
  Tohno Shiki, Tsukihime
  Some people know when things aren't right. If 
  you have this power, your Storyteller must grant your 
  character a simple Awareness test to notice something 
  dangerous even if you aren't aware of it, with the levels 
  of Danger Sense adding to the roll.
  Daywalker/Shisou Kyuuketsuki (Supernatural, 2 pt. 
  Perk)
  Unlike most vampires, you don't burst into flames when 
  you go outside. You are free to enjoy a better life of 
  going to matinee showings and tanning. Unfortunately 
  most of your vampire powers are knocked offline during 
  that time, but your attributes remain superhuman.
  Deep Sleeper (1 pt Flaw)
  +2 difficulty to awaken during the day.
  Dematerialize/Materialize (20 points, Supernatural)
  Your character may move slightly out of phase with this 
  reality, making him intangible. For as long as he remains 
  intangible, he can walk through walls, bullets will 
  harmlessly pass through him, etc. While he is 
  intangible, he is also transparent. Norms who see him 
  will have to make a Fear Test. While he is 
  Dematerialized, he cannot touch or pick up anything, 
  though objects he was carrying when he first 
  Dematerialized are in the same condition.
  He cannot take anyone with him when he 
  Dematerializes. That would imbalance play.
  While the character is intangible, he still 
  partially exists in this reality. Therefore it is possible for 
  the character to be targeted with magick, mental powers, 
  and certain superscience effects ("who ya gonna call?")
  The Materialize aspect of this power allows the 
  character to turn solid again, allowing him the ability to 
  interact with the world in full 3D once more.
  Materializing a Servant requires the 
  expenditure of Mana; determining how much it costs to 
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  031
  
  keep a Servant materialized per hour is largely a matter 
  that should be left to the individual Storyteller. 
  Denial (2 pt. Mental Flaw)
  This is not the same thing as Banality. Banality refers to 
  an ongoing continuous reinterpretation of reality in 
  order to make it conform to what is commonly 
  considered "sane". A person with Denial has had 
  exposure to a particular stressor, and the experience was 
  so intense that he established mental blocks around it to 
  protect his ego. As an example, a man who had his 
  children bloodsucked by a vampire and then watched 
  the children rise as The Dead might believe that his 
  family is alive and well. Or some other child would 
  "become" one of his own children in his mind.
  If a person denies the existence of a supernatural 
  creature, they may not recognize it even if using 
  supernatural senses or superscience. With that aside, the 
  enemy in question removes the first two successes in any 
  mind-reading, hypnotization, or mind control Test when 
  it uses them against the subject, so strong is this 
  improptu psychic shield.
  If confronted with irrefutable evidence of reality 
  - the denier may roll WILL x 2, and they need at least 
  two successes to remember the truth for 10 minutes. 
  Past that, a person will need to spend Luck to remember 
  the truth. If enough of these situations are overcome, 
  XP could be spent to remove Denial.
  Dimensional Portal (supernatural, 2/3 per level)
  This is a small Reality Marble, one not significant 
  enough to be "corrected" by the World. The player can 
  open a hole into another dimension, where he can store 
  his stuff and take it out as needed. Alternatively, a 
  dimensional portal can be permanently wrapped around 
  the inside of something, forming a "tesseract" (it's bigger 
  on the inside than it is on the outside). If the 
  dimensional space needs to be furnished, it must be 
  bought as Fresh Gear. The cost for the advantage is 2 
  points per level if it is in a fixed location and 3 if it is in a 
  mobile location. If the player enters the dimension, he 
  may only leave via the portal he entered from. Once the 
  main power is set up, new gateways to the same 
  dimension may be established for one point each.
  Level 1 - the space is as big inside as a suitcase
  Level 2 - the space is as big inside as a closet.
  Level 3 - The space is as large inside as a room.
  Level 4 - The space is as large inside as a house.
  Level 5 - The space is as large inside as a city block.
  Level 6 - The space is as large inside as a town.
  To carry around her weapons, Ciel transformed her 
  costume into this, and Nero Chaos transformed his 
  entire body into this to house all 665 of his familiars (he 
  was #666, completing his core concept as the Beast). In 
  Higurashi, the inside of one of the locker's was a Level 
  3 Dimensional Portal, enabling the penalty game group 
  to store all their various games inside.
  Disgraced (1 or 2 pt. Flaw)
  Your character is seen as a non-entity in most social 
  situations. For one point, everyone knows about your 
  screw-up, and they don't like it, and they don't like you. 
  Social rolls will be at -2. For two points, your character 
  effectively doesn't exist for others and they will ignore 
  him, refuse to take his money, etc.
  Dissociation (3 pt. Mental Flaw)
  Instead of feeling horror, revulsion, or anger upon 
  viewing something terrible, you simply feel nothing. 
  The risk of life and limb has lost all meaning for you. 
  Physical and emotional concerns no longer affect you. 
  Your voice sounds distant and nonchalant, no matter if 
  you are talking about the news or tearing through your 
  enemies.
  Dissociatives are so detached it's like they were 
  playing an MMO. They don't evaluate the risks of a 
  situation and are fearless to the point of suicidal. They'll 
  let an enemy land a hit to ensure they'll get a killing 
  shot, and they'll restrain a foe inside a burning building 
  to make sure the monster dies.
  At the beginning of a fight, Dissociatives must 
  roll INT (not doubled) +1D10 and accrue 3 successes 
  to remember to take defensive actions during the 
  combat scene. An odd benefit to this blase outlook is 
  that penalties from pain are always reduced by one.
  Divinity: Epic Destiny (3 per level (max 3), FSN, 
  Supernatural)
  Adds 1 re-roll of a failed dice test per gaming night for 
  each level bought.
  Divinity: Epic Primary Statistic, Epic Derived Statistic, 
  or Epic Skill (5 per level, FSN, Supernatural)
  With this power, you automatically gain one success per 
  level on any Test which uses that skill or statistic. This is 
  the realm of godhood; Iskandar (Rider from the Fourth 
  Holy Grail War) and Hercules (Berserker in the Fifth 
  Holy Grail War) are examples of Epic Heroes who 
  would have this Perk. Sometimes this can do far more 
  than just add automatic successes. 
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  032
  
  Doesn't Like Horror Movies (2 pt. Flaw)
  Your character has never read Lovecraft, Poe, Stoker, 
  Shelley, or King. He doesn't watch Buffy/Angel, has 
  never finished one episode of The X-Files, and thinks 
  Twin Peaks and Silent Hill are too weird. He doesn't 
  roleplay and has no interest in strange Japanese 
  "cartoons".
  Trouble is, that lack of respect for subculture is 
  going to sneak up and bite you on the butt. You have no 
  idea, for example, that zombies need to be shot in the 
  brain to be killed. You will not think of staking a 
  vampire in the heart. You cannot act in any sort of 
  postmodern way around horrific sights. You are lacking 
  in the cultural knowhow that lets you do so. You are the 
  guy in horror movies who goes off alone by himself with 
  a flashlight: "I'd better check this out. I'll be right back!" 
  This is a great Flaw to pair up with Banality.
  Dogged by Fringe Media (2 pt. Flaw)
  You’ve attracted the attention of an amateur reporter. He 
  follows you, trying to dig up dirt on your past.
  Doomed (1-5 pt. Flaw)
  Your character's life expectancy just got a whole lot 
  shorter. This could be the result of an incurable life-
  threatening disease, a genetic condition, a curse, cyber-
  rejection, or something else entirely. There is no cure for 
  this Flaw, and it can not be bought off with points. 
  When his time comes, there will be no way for the 
  character to cheat the Reaper. For one point, the 
  character can live five more years. For 2, he can live 3 
  more years. For 3, he will die at the end of one year, 4 
  points reduces that six months, and 5 marks it down to 
  just one month.
  Double-Jointed (1 pt. Perk)
  +4 to dice rolls involving body flexibility.
  Dual Nature (4 pt. Perk)
  You have two purposes to living - and this allows you to 
  choose two Natures. You regain Luck for satisfying 
  either one of them. They must be complimentary or 
  neutral to each other. Diametrically opposed Natures are 
  right out. And talk to your Storyteller before you take 
  this Perk.
  Ectoplasm Extrusion (6 pt. Perk) 
   The demon creates up to four ectoplasmic tentacles that 
  can be used independently (sorry, no extra actions 
  without high DEX) to reach out and grab objects, hit 
  things, or envelop targets and smother them. The reach 
  is 15 feet. To use the power, the demon must roll CON 
  + Occultism to create the tentacles. The tentacles' STR 
  is equal to the demon's WILL + 3. Attacking with 
  them is done by rolling DEX plus Brawl. He can spend 
  XP to specialize in them if he wants. Every WILL x 2.5 
  minutes, the demon must spend 3 points of Mana to 
  maintain the Ectoplasm tentacles.
  Eidetic Memory (1 or 2 pt. Quality)
  You have an uncanny ability to remember visions, 
  events, or impressions. With the one point level of this 
  quality you can freeze an image in your mind and recall 
  it with precision. You can do this for up to 3 images. You 
  the player must write down the circumstances of your 
  snapshot to help your Storyteller out. If you want to 
  reproduce the scene for others, Intelligence + Art will 
  let you sketch out what you saw.
  For two points, you can memorize entire books. 
  You have a +1 to any rolls involving memorization. Any 
  rolls where remembering things matter are at +1 to +3. 
  A battle involving trivia vs. this guy is about as smart as 
  a land war in Asia.
  Extra Actions (4 pts. per extra action, Supernatural)
  When your initiative comes around, you get one extra 
  action. This is an extremely rare Perk.
  It is only meant for truly alien creatures that can warp 
  time.
  Extra Energy (Supernatural, 1 per level)
  Adds 10 Mana per level bought.
  Extra Limb (1 pt. per limb)
  This does not give you extra attacks. Buy up your DEX 
  if you want those. It does make it possible to have one 
  extra arm or tentacle for carrying groceries, fumbling 
  with keys, and so on.
  If you are not visibly a demon, this will draw 
  some stares. If you're a demon and others can see that 
  you are one, you are probably already used to stares. 
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  033
  
  Extra Lucky (1 pt./level Perk up to maximum, then cost 
  varies)
  Your character is extra Lucky, and as such his 
  characteristic Luck is increased by one per level taken in 
  this Perk. He may only buy one level of luck for one 
  Quality point up to twice his characteristic luck. Past 
  that point, each level must be bought singly, and costs 
  Desired Luck Level x 1.5 in unspent points. Thus for a 
  character with a characteristic Luck of 2, buying it up to 
  Level 4 Luck would be 2 Quality points. Increasing it 
  to five Luck Points would cost an additional seven 
  Quality points. Increasing that to six Luck Points would 
  cost nine Quality Points. Seven Luck Points would set 
  the guy back fifteen Quality Points. Players may use 
  experience points to buy up more Luck, but cannot 
  increase Luck more than one level per night.
  If the character is hospitalized, Luck points can 
  also be spent to maximize the character's recovery time, 
  multiplying the Life Points restored by x 1.5. Once 
  spent, Luck Points regenerate at a pre-determined rate 
  (see Chapter 1: The Curtain Rises/Kaimaku pages 23-24 
  for more details on how fast Luck Regenerates and how 
  to use Luck).
  Emotional Anchor (2 pt. Perk)
  "You are the most important thing to me. If I had lost my 
  memories of you over these eight years,I would not be who I 
  am. Because you were here, I was able to be myself. You are 
  more important to me than myself, so I wanted you to like me, 
  always." 
  -Tohno Akiha to Shiki, Tsukihime
  This advantage gives the character a way to 
  center themselves emotionally, which can be useful in 
  staving off Impulse Inversion and other Mental 
  Problems. If the character has it, he receives a small 
  bonus to saves vs those Flaws and they function at one 
  lower level. If something happens to the Emotional 
  Anchor, then these disadvantages worsen (the character 
  has lost a vital link to his humanity).
  Emotional Influence (2 + 1 point per addl. level)
  You can change the moods of people around you. To 
  resist, your target must make a WILL x 2 roll. If he 
  fails, he must make a new Willpower roll each turn after 
  that.  Failure means he has little control over that 
  emotion. Penalties are added to the roll if the user has a 
  statistic that might influence it (positive attractiveness 
  for lust, negative attractiveness for hate or revulsion). 
  Penalties to the WILL x2  roll are granted per 
  additional level in the power.
  Enchanter or Superscientist (5 points per level).
  To purchase this power, the person must have at least an 
  Occultism of 5 or a Science of 5.
  You can make magic swords, amulets, and wands with 
  the Enchanter gift, and Superscientist lets you craft 
  persocoms (robot girlfriends), destructo rays, freeze 
  rays, heat rays, or spank rays.
  You can not pick both Enchanter and 
  Superscientist. They're just too different in philosophies. 
  Remember that you normally cannot make any item 
  with a Power Level greater than twice your Magic 
  Circuit rating, however there are individuals who can 
  over time craft items that are more powerful than twice 
  their Magic Circuit rank. These individuals are called 
  Alchemists, and they work together/in competition with 
  the official Mage's Association in the Nasuverse. To 
  play an Alchemical Enchanter or Alchemical 
  Superscientist, simply add 3 to the Enchanter or 
  Superscientist Perk cost. This increases the character's 
  maximum craft capacity to three times his Magic 
  Circuit rank. It also multiplies the time necessary to 
  craft the item to twice the time listed, and the character 
  must supply one extra rare item to help the item charge 
  the necessary Mana. Mages often look down on 
  Alchemists, seeing them as journeymen dabblers with 
  terrible Magic Circuits .
  Enhanced/Reduced Attribute (supernatural, variable)
  1 point per level up to 5, then 5 points per level beyond 
  that. Reduced attributes give you one quality point per 
  level. 
  Fake Past (5, New Supernatural Quality)
  This character is able to instantly create a new history 
  for themselves by hypnotizing others around them. 
   Most human beings will have no Resistance, making 
  them viable targets for this power.  Humans can resist 
  this power with their Will + Magic Circuit + 1D10. If 
  they fail, upon seeing the character for the first time, 
  others "remember" him and reflect on the past they 
  shared together.  This is one way for a Magus or 
  member of the Church to infiltrate an organization. 
  In all likelihood, if the Fake Past power is 
  deactivated, the others will simply forget about the 
  character, as if they never existed in the first place.
  If bought as a spell, it's a Level 4 Mind-Altering Quick 
  Cast technique  (costs 12 MP, Will + Magic Circuit vs 
  Will + Magic Circuit OR Will x 2 to save vs. it).
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  034
  
  Familiar (costs 1 quality point to play)
  Your character was actually built by either his current 
  master or some other magician. He is a created being 
  made from an animal cadaver and either an animal 
  spirit, elemental, or a human soul. The cadaver is 
  blessed and stuffed with enchanted herbs, and then 
  brought to life through magic. 
  Using the ghost of a human being as a raw 
  ingredient during the spell tends to create powerful 
  familiars and guarantees high intelligence in the 
  resulting creature. These beings are capable of shifting 
  back and forth from their human to their animal form 
  (they can turn into a living version of whatever animal 
  cadaver was used in their creation) by expending 1 
  Mana, which they may do as a movement action. In 
  game terms they would have the Dual Form Flaw. Once 
  in beast mode, they can do anything the animal can do 
  (crows can fly, dogs can bite, rats can hide in a narrow 
  tunnel, etc.) Ren from Kagetsu Tohya is an example of a 
  familiar that had a human soul used in its creation. Ren 
  was built from the body of a black cat infused with the 
  soul of a dead girl. It may be possible to use an 
  elemental or other nature spirit in the creation act, but 
  the resulting familiar tends to be particularly chaotic and 
  bizarre. Once created, Familiars have stats equal to 
  those of the animal used in their creation, with the 
  exception of their INT and WILL, which are equal to 
  the Success Levels of the rite used to make them. 
  Despite lacking human-like oral configuration, even 
  animal familiars can communicate with their masters. If 
  a human soul was used to create the familiar, it can take 
  human form, for the economical cost of 1 Mana to go 
  back and forth from animal to human. 
  The familiar must select at least three levels of 
  Extra Energy to buy up their Mana Pool. Every 
  familiar has the Immortal Perk. This is offset by how 
  familiars all have the No Natural Mana Recovery Flaw, 
  except for especially powerful and specialized familiars. 
  If the familiar has No Natural Mana Recovery, for 
  every day that goes by without it absorbing Mana from 
  another source, the familiar's Mana Pool is reduced by 
  2D6 Mana. Once the familiar's supply of Mana is 
  totally exhausted, it is instantly dusted. Every familiar is 
  aware of this and tries to actively avoid it.
  As they are supernatural creatures, they can buy 
  supernatural qualities with their Quality Points.
  The amount of Mana a familiar needs to 
  consume every day is equal to the sum of its statistics 
  +5. It is possible for an independent or even controlled 
  familiar to enter into a pact with someone to perform 
  service in exchange for Mana. In Tsukihime, 
  the True Ancestor Arcueid made a temporary contract 
  with Ren, employing Ren to give Shiki incredibly 
  realistic erotic dreams as a reward for Shiki's assistance. 
  As Arcueid was not a real human being, Ren could not 
  form a permanent contract with Arcueid, and after 
  Arcueid donated Mana to her for a time, Ren had to go 
  on her way. Much later in the events of Melty Blood, 
  Ren cut a permanent deal with Shiki, gaining the 
  promise of a steady Mana supply.
  The Storyteller is probably wincing inwardly at 
  the thought of Player Character's whistling up many of 
  these. The amount of Mana they must consume 
  everyday mitigates this somewhat, but the Storyteller 
  may decide to charge the caster XP equal to the value of 
  the total of the familiar's Primary Statistics in order to 
  "form the contract" with the Familiar). In order to 
  establish contracts of their own, familiar PCs will have 
  to take the Obligation Flaw. If the familiar PC wants to 
  have several contracts or masters, he can take several 
  levels of Obligation as separate, small Flaws. Familiars 
  can make for interesting tragic heroes, and the example 
  of Caliban from Shakespeare's The Tempest can give 
  insights into the psyche of such beings.
  Familiars are often very strange looking, and 
  must take the Odd Feature Flaw in their human forms. 
  Their ears may look elvish, they may not have pupils but 
  can see normally, and they may have odd hair colors that 
  dye can't produce. Many don't understand everything 
  about the world around them, and have the therefore 
  have the Misfit or Outcast Flaws. If the resulting 
  creation looks very young, it has the Child Flaw as well. 
  Familiars can eat normal food, but gain no benefit from 
  doing so and will have to eliminate it normally later. 
  Depending on the type of tasks they do, they can take 
  Job Class Packages - but they obviously cannot use 
  certain skills if they cannot turn human. Regardless of 
  whether it knew how to or not, a cat familiar who could 
  not turn human could not use a computer. It lacks 
  fingers. Similarly, a dog cannot take levels of Wild Card 
  (Juggle). Use common sense.
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  035
  
  Fat or Obese (1 or 2 pt. Flaw)
  At Fat, your character weighs 50 lbs. over your ideal 
  weight and has his Movement reduced by 25%. If you 
  are Obese, you weigh 100 lbs. or more over your ideal 
  weight, and see your movement reduced by 50%.
  Flashbacks (3 pt. Mental Flaw)
  During exposure to something that reminds you of your 
  traumatic event, you immediately flash back to your 
  traumatic event. During your flashback, you are not 
  interacting with the present in any meaningful way. 
  Everything is for you as it was - which means when you 
  come out of your flashback, you could be in a Bad 
  Situation. You have to roll WILL at -3 to avoid the 
  Flashback when it comes. The duration is subjective.
  Focused Damage ( 1 per level)
  Adds 2 points of damage to the rolled total for Brawl 
  attack. Can be taken by human characters to show 
  martial arts training. Humans may take up to three 
  levels of this. Supernatural characters may take up to six 
  levels.
  Forgettable (2 pt. Perk)
  People’s eyes tend to pass over you and ignore you.
  Restricted: Your Appearance a can be no higher then 2 
  to take this Perk.
  Frog Tongue (3 for the tongue, and then 1 point per 
  level of increased length) - The demon may elongate his 
  tongue and then make it stick to surfaces. It has a range 
  of two yards and can be used to grab things and cause 
  damage. To use it to hit targets up to two yards away, the 
  demon must roll DEX + Athletics. Once the target is 
  hit by the tongue, he can be grappled (use the grappling 
  rules) or pulled towards the demon. Each level of 
  increased length adds another 2 yards to the tongue.
  Fugue (3 pt. Mental Flaw)
  Characters with this flaw experience "blackouts" and loss 
  of memory. If subjected to a particular stressor, the 
  character begins a specific, rigid behavior set to remove 
  the stressor. This is not the same as the Multiple 
  Personality Flaw; the character has no alternates to 
  toggle control over to. Instead it is better to consider it 
  "autopilot". Your Storyteller must decide what kind of 
  circumstance triggers this, such as the death of a 
  helpless human, confrontation with a specific type of 
  monster, or confinement.
  If the character is exposed to the appropriate stressor, he 
  must pass a Will check and accumulate at least two 
  successes. If the roll fails, he lapses into his fugue state 
  for 1D6 x10 or 1D10 x 10 minutes. While in the fugue 
  state, the character will do whatever he can to eliminate 
  the stressor. If the player isn't willing to roleplay this 
  Flaw, he can pass over his character sheet to the 
  Storyteller until the time has passed. At the end of the 
  fugure, the character's consciousness "reboots" with no 
  memory of anything that happened in the Fugue state.
  Fresh Gear (2 per level)
  You may begin play with an item, which may enhance 
  your character or serve as a useful tool or weapon. The 
  level of the advantage must match the desired items 
  Power Level. The enchanter/superscience items from 
  the Buffy RPG's Magic Box are a suitable start. You 
  cannot acquire levels of Fresh Gear by destroying 
  candles, so that's right out.
  Level 1 offers a small advantage,
  level 2 bestows a moderate advantage,
  level 3 a good benefit,
  level four a great benefit,
  level five an extreme benefit,
  and level 6 a primal advantage.
  Fresh Gear beyond Level 6 offers cosmic benefits. 
  Funny (1 pt. Perk)
  Your comic timing and sense of the absurd is second to 
  none. -2 difficulty to any Social roll intended to boost 
  morale.
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  036
  
  Fuzion (demon advantage, 6 points)
  With this power, you can form a spiritual link between 
  yourself and a particular target, which must be touched. 
  Once this is done, you inflict spiritual corruption upon 
  the target as long as he remains on the same planet, 
  represented by their developing the Complementarity 
  Flaw. In addition to the mental problems caused by this 
  connection, it also allows you to "borrow" things such as 
  Life Points if they fail to resist your spiritual intrusion.
  Over time your target will begin to suffer from 
  the same Mental Problems you do, and it is even 
  conceivable for you to give them your Inversion Impulse.
  Only one target can be affected at a time. If you 
  sleep, then the Life Points you stole are transferred back 
  to the victim.
  The victim will occasionally receive visions of 
  the horrors you are committing as very realistic dreams. 
  These dreams are so realistic that the victim might even 
  believe he is the one responsible for the witnessed events.
  Gaikokujin (2 pt. Flaw)
  You are not native to this country, and has trouble with 
  some of the finer details. +2 difficulty to Etiquette & 
  Streetwise rolls.
  Good Listener (1 pt. Perk)
  You have a keen interest in people, and they open up to 
  you. –2 difficulty to Social rolls when talking to people.
  Good Night Vision (2 pt. )
  Your night vision is excellent. -2 difficulty to Perception 
  rolls at night.
  Good Sense of Character (2 pt. Perk)
  "To be honest, I don't like that girl one bit. It's not one 
  thing in particular, but something about her doesn't sit 
  right with me."
  You have an innate instinct for reading a person. –2 
  difficulty to Empathy rolls based on assessing a person.
  Good Taste (1 pt. Perk)
  Your taste makes forging contacts with the upper class 
  much easier. –2 difficulty for Social rolls intended to 
  gain acceptance or impress in a high-society or business 
  situation.
  Hard to Kill (1-5 for humans, 1-10 for supernaturals)
  Grants + 3 Life Points and +1 to ALL Survival Tests 
  per level purchased. Each level of Hard to Kill costs 1 
  Quality Point. Cannot be recommended highly enough. 
   If you have any leftover points, go ahead and get some.
  Hikikomori (3 pt. Mental Flaw)
  Your character has stopped interacting meaningfully 
  with society. He may be a NEET (Not in Education, 
  Employment, or Training). You feel like you have no 
  clear mandate for your life, so you have shut out the 
  outside world. The light of the sun, companionship, 
  friendship - these are not for your character. As your 
  character isolates himself, his mind turns within and 
  erodes his ego - leaving him terrified social interaction 
  will result in terrible humiliation. This could lead to 
  years or decades of isolation. Worse still, other Mental 
  Flaws are sure to develop during this period of self-
  imposed exile.
  Hikikomori must make a WILL Test and 
  accrue at least two successes to go outside. They also are 
  at -2 to any Social Test. 
  Hollow Leg (1 pt. Perk)
  "Shiki-san does not have the same tolerance you do, Akiha-
  sama. Shiki-san, you should say no or you'll be in trouble. 
  Akiha-sama does not get drunk no matter how much she 
  drinks, so if you keep drinking with her until she's happy, 
  you'll end up drinking until dawn!"
  "Wait a minute, Kohaku! You make me sound like some sort of 
  alcoholic!"
  -Tohno Akiha and Kohaku at Tohno Shiki's welcoming 
  party. 
  Your character can drink like a fish. Any penalties for 
  consuming alcohol are halved.
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  037
  
  Homonculous (5 point Quality)
  In the Nasuverse, a homonculus is an artificial 
  being created by using sorcery to reformat sperm cells. 
  This being then develops into a child who can be raised 
  normally. Due to their incomplete genetic background, 
  they sometimes have Physical Flaws such as Doomed, 
  Odd Features, and so on. Albinism* is so common in 
  homonculi that it is one of the requirements for the 
  class. (Storyteller's note: If the Storyteller does not wish 
  Albinism to be a common Flaw for Homonculi, he can 
  simply require the player to take too Odd Features (Red 
  Eyes, Snow White Hair).
  A genescan on a homonculus, if performed, will 
  reveal systemic abnormalities and gaps where magic has 
  formed artifical dna to complete the organism's missing 
  genes. In some cases their aging rate is affected by their 
  condition; some remain as children for decades while 
  others may become middle-aged in their teenage years. 
  Due to their unusual biology, using gene therapy on one 
  is highly discouraged. 
  Based on Illya's example, we can conclude that as 
  organisms which are partially formed by magic, they are 
  often virtuosos in the field of spellcasting. A 
  homonculous character has +1 to any rolls to research a 
  spell and +1 to the casting roll for any attempt to use a 
  spell resisted by a living subject.
  This is due to the fact that the person who 
  donates the sperm for the creation of a homonculous is 
  usually a wizard. If a spellcasting family's blood has 
  thinned, and they are no longer able to produce children 
  with high Magic Circuit ranks, creating a Homonculus 
  to serve as the family's successor may be the only way to 
  ensure the continuation of the family's sorcerous legacy.
  In Fate, all Homonculi begin with a minimum 
  Magic Circuit rating of 4 and two levels of Extra 
  Energy. Unlike other beings, Homonculi are able to 
  slightly improve their Magic Circuit ranks without the 
  risk of overloading their systems. They may buy two 
  new ranks in Magic Circuit without risk, after which 
  their soul cannot be so easily modified. After this slight 
  improvement, any further alteration will force them to 
  check for a system overload just like any other living 
  being. Each homonculus has also realized some control 
  over their own destiny, which manifests in the form of 
  one level in Extra Lucky. They may be skilled wizards 
  and rich in magic, but homonculi are not supernaturally 
  healthy or powerful, and as a result it is not possible for 
  them to buy levels in Mega-Attribute or Damn Healthy. 
  For Homonculi that are created by the Mages' 
  Association or a powerful sorcerer family, they may 
  begin play with levels in Enchanter or Superscientist.
  Surprisingly homonculi are able to breed 
  normally, however their children are always albinos. If 
  one of their parents had a demonic Bloodline, then the 
  child will probably manifest it as well. Any supernatural 
  traits the parent homonculus had are not automatically 
  passed on to their children, unless both parents are 
  homonculi. In that unlikely case, the child is effectively 
  treated as a a homonculus also. If one of the parents was 
  a witch or wizard, it is highly probable the child will 
  carry on the family's sorcerous heritage.
  Certain spells and rituals require materials taken 
  from homonculi, so homonculi PCs should lock their 
  doors. 
  Playing a homonculus costs 5 points (4 for four 
  levels of Magic Circuit, 2 for two levels of Extra 
  Energy, 1 for a level of Extra Lucky, and all of these 
  expensive alterations are partially offset by the two point 
  Albinism Flaw or two levels of Odd Features (Red 
  Eyes, Snow White Hair). If the player wants to explore 
  the tragic element of playing artificially created 
  characters, he can select Doomed, but that is an optional 
  Flaw for the Homonculous Quality and is not required.
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  038
  Irisviel Von Einzbern, a 
  homonculus created 
  by the Einzbern family. 
  
  Honorable (Variable Flaw)
  This value of this Flaw depends upon the number of 
  strictures taken by the character. Each level of the Flaw 
  means that the character must take 2 strictures. Thus 
  Honorable 3 would give the character 6 strictures.Here 
  are some sample strictures:Always Keeps His Word, 
  Accepts Any Challenge to Single Combat, Always 
  Protects the Weak, Never Accepts Rewards for Service, 
  Always Avenges Personal Insults, Never Allows Insults 
  to Personal Organization/Government (etc.), Does Not 
  Lie, Must Finish the Mission or Die Trying, Must 
  Fight With Honor and Will Not Attack Weaker 
  Opponents, Never Turns His Back on an Ally, and 
  Must Oppose the Aims of [the Old Ones, the Dead 
  Apostles, Heretics, etc.]
  As an example, Saber would have Honorable at 
  3. Shiki would have it at 2.
  Acting against your Honorable Flaw causes you 
  to suffer a Skill Test penalty until you have atoned for it.
  Acting against your Honorable Flaw causes you to 
  suffer a Skill Test penalty until you have atoned for it.
  Honor Codes are another item that can be included 
  within the Honorable Flaw. Unlike the above strictures, 
  these package deals are usually worth one or more 
  drawback points in and of themselves. Here are some 
  examples: Sworn to Celibacy (1), Oath of Humility (1), 
  Oath of Obedience to [x](1), Oath of Poverty (2), Oath 
  of Silence (2), Pacifism: Can't Kill (1), Pacifism: Can't 
  Kill and Will Only Harm in Self-Defense (2), Pacifism: 
  Will Not Harm Others Under Any Circumstances (3), 
  Sworn to Love One Person Forever (1)
  Hypnosis (5/10/20 pt.  Supernatural quality)
  Level 1 (Look into my Eyes): Your character can 
  cause someone to hesitate for a few moments (enough 
  for one rounds' worth of free attacks. the victim cannot 
  defend). The user rolls WILL x2 and the defender does 
  the same. If the defender loses, he fails to resist this 
  power.
  Level 2 (What do you See): The user creates 
  illusions and muddles the senses. The character could 
  rend himself invisible or appear to be someone else. The 
  user rolls WILL x2 and the defender does the same. If 
  the defender loses, he fails to resist this power. Level 2 
  grants a +1 to Look into my Eyes.
  Level 3 (Come to Me): The being can command 
  others to do particular things. The same resisted 
  Willpower rolls are used. If the commanded person is 
  ordered to do something against his moral code or will 
  to survive, he receives a bonus of +1 to +5 to resist. 
  This grants +2 to LimE and WdyS.
  Hysteria (2 or 3 pt. Mental Flaw)
  Hysterics are unable to control their emotions and will 
  suffer severe mood swings and violent fits if subjected to 
  stress and/or anxiety. Talk with your Storyteller and pick 
  a trigger for this - the presence of children, voices from 
  beyond, or fire.
  To avoid the mood swings, your character must 
  make a Will check with penalties varying on the level of 
  the Flaw. If the stress is unusually severe or sudden, the 
  Storyteller will adjust the difficulty of the Will check 
  accordingly.
  Immortal (0)
  Not getting any older, here ... Unaging is the ability 
  granted by this power. Time won't kill your character, 
   but anything else still will.
  Indecision (2 pt. Mental Flaw)
  "Thou shalt not ... hesitate." -Moltar, Space Ghost Coast 
  to Coast
  When it came down to it, you didn't make the 
  call - or the call you made was wrong. You made the 
  choice that got your friends killed. You missed the shot 
  and hit the hostage. You cut the wrong wire and the 
  bomb exploded. And when reminded of that bad choice, 
  you become paralyzed, afraid of being wrong again. 
  Sadly, in Fate most of the immediate choices you're 
  going to face are life and death.
  The Storyteller decides when a character might 
  hesitate when confronted by an important decision that 
  must be made instantly. The circumstances are usually 
  reminiscent of past events - the monster looks like the 
  killer from before, or the crowded streets remind him of 
  being mugged, etc.
  To determine whether Indecision kicks in a 
  scene, the Storyteller rolls the character's WILL x2. If 
  he fails to accrue at least two success levels, he does not 
  roll for Initiative and his Combat Reflexes are knocked 
  offline for the scene (about 10 minutes). If in combat, 
  he just goes on his DEX + Alertness. Until he snaps 
  out of it, he cannot coordinate his activities with others, 
  advise others on what to do, etc. as he is wracked with 
  conflicting ideas of how to proceed and tormented by 
  how his previous call went so wrong.
  Spending a Luck point will allow a person to 
  snap out of it for a scene, and a person can spend a 
  Luck point to snap out of it if something happens to 
  rouse them out of their recollections. This Flaw does not 
  prevent a person from making mundane, ordinary 
  decisions, like Chinese or Italian, or whether to make a 
  sharp turn while driving (unless something happens to 
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  039
  
  remind him of what happened before.) He can also 
  make long range plans and carry them out as long as he 
  isn't reminded of what happened during the action scene.
  Infectious Touch (3, Supernatural Perk) - To use this 
  power, the demon must first make physical contact with 
  his target. Then his (CON x2) + 3 + the successes of 
  his attack roll are matched against his opponent's CON 
  (doubled). If the demon wins, the target takes 5 Life 
  Points' worth of damage per success on the attack roll. 
  The Life Points lost to Infectious Touch return at the 
  rate of 1/2 the victim's CON per week, during which 
  time the patient will be feverish, nauseous, weak, and 
  otherwise miserable. There is a custom version of this 
  power that only affects vampires. 
  Insomnia (2 pt. Mental Flaw)
  Your character has an extreme amount of difficulty 
  sleeping. Your character may even become so sleep-
  deprived he suffers psychotic episodes. In order to sleep 
  in any given night, you must make a WILL x 2 roll and 
  accrue two successes when your head hits the pillow. If 
  you succeed, your character actually sleeps that evening -
   at least as well as he can. If the roll fails, he can not 
  sleep that evening. The next day there is a -1 penalty, 
  and that penalty carries over to the next night's Will Test 
  to sleep. If that fails, the -1 penalty goes up yet another 
  step. Once an insomniac goes four straight days without 
  sleep, he becomes schizophrenic. Exhaustion-spawned 
  schizophrenia includes visual and auditory 
  hallucinations in addition to the difficulty penalty. The 
  penalties do not stack -4, regardless of how many 
  sleepless nights the character has.
  A good night's sleep banishes the penalties, but 
  subsequent bouts can begin almost immediately. The 
  character can use alcohol or other drugs to treat the 
  condition. After a month of game time, the character can 
  spend an XP to remove Insomnia and replace it with a 2 
  pt. Addiction. Regardless of whether a character has 
  levels of Tireless, he must still get at least some sleep 
  sometime.
  Internal Clock (1 pt. Perk)
  You have perfect internal timing.
  Internal Compass (1 pt. Perk)
  You are never lost in any area you have been before. 
  Once you get your bearings, you will be at a slight 
  bonus to navigate in a new area. You may try once per 
  area to roll PER + Alertness. 2 successes tells you 
  where magnetic north is. This Perk does not work in 
  alien dimensions or alternate realities.
  Intolerance (1-2 pt. Mental Flaw)[Class Arrogance]
  Just like any other prejudice but in this case you are 
  bigoted about social class. If you’re rich, everything on 
  the frontier seems primitive and worthless. If you’re 
  poor, anyone with money is a probably a wastrel or a fat 
  cat. This drawback shows up as a negative to Social 
  interactions with the opposite class equal to the level of 
  the drawback. The bracketed Class Arrogance can be 
  replaced with other variables, such as a specific type of 
  minority, non-humans, etc. The one point version brings 
  a -2 to all Social rolls around the particular stressor. At 2 
   points, you have to make will checks to not act like 
  asshole around the source of your -ism. 
  Inversion Impulse (2 or 3 pt. Flaw)
  "This feeling. It's as if my thoughts belong to an entirely 
  different person. I can't resist the impulse flowing out of me. 
  My mind is growing hazy ... My heart beats heavily, each 
  beat telling me to kill. To kill."
  "I am terrified. When I come to, I find I cannot 
  remember half the day. During that time, I'm forcing my 
  inversion impulse on that child. If this keeps up, it's only a 
  matter of time before I completely lose my sanity and turn into 
  a beast. I don't even know how much time I have left to
  remain as myself."
  -Excerpt from Tohno Makihisa's personal journals
  If pushed past a certain point, or if introduced 
  to the appropriate stimulus, your character's personality 
  will undergo a drastic inversion. A loyal member of a 
  team will suddenly only care about himself. A chivalrous 
  and honorable person will become a back-stabber. Some 
  strong point of the character's original personality may 
  remain, such as loyalty to a cause or cunning 
  intelligence, but even that will undoubtedly be used to ill 
  ends. When a person has inverted, they look and act ... 
  differently than they did before. This could be 
  something as dramatic as Spidey's emo getup in Spider-
  Man 3 or it could just be a different physicality, 
  vocabulary, and so on. 
  Inversion Impulse can be caused by spiritual 
  corruption from an exterior source such as being 
  possessed by an evil ghost. It may also be passed along 
  inside a character's demonic Bloodline.
  If the character has the 2 point version of this 
  Flaw, then he may return to his normal state after an 
  Inversion. During the time his personality has Inverted, 
  however, the pc is effectively an NPC and his actions are 
  governed by the Storyteller. If the person has the 2 point 
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  040
  
  version of this flaw, he may also be calmed and returned 
  to normal by the appropriate stimulus.
  At level 3, if your character has an Inversion 
  Impulse, he might never return to his base state.
  WILL checks to resist the urge for Inversion 
  Impulse are possible, but are at a multiplier equal to the 
  Storyteller's choosing. Conviction may add to the 
  character's resistance roll.
  Be warned: people with Inversion Impulse are 
  often indiscriminately destructive to things and people 
  around them. If the player has the three point version of 
  this Flaw, he might also gradually suffer Inversion 
  Impulse with increasing duration until there is nothing 
  left of his original personality. To reflect the effects of 
  Inversion Impulse, the Storyteller should pick new a 
  new Nature and Demeanor for the PC during an 
  episode. Deviant, The Beast, Monster, Plotter, and 
  Engine are all appropriate choices. The Storyteller can 
  also assign Mental Flaws (Cruelty works) if he chooses.
  with increasing duration until there is nothing left of his 
  original personality. To reflect the effects of Inversion 
  Impulse, the Storyteller should pick new a new Nature 
  and Demeanor for the PC during an episode. Deviant, 
  The Beast, Monster, Plotter, and Engine are all 
  appropriate choices. The Storyteller can also assign 
  Mental Flaws (Cruelty, Antisocial Personality Disorder, 
  etc.) if he chooses.
  Test at certain points to stop working, but you must 
  accrue enough successes to tear yourself away from the 
  project. If you fail, you continue on to the next Phase of 
  the process. Enough Phases in sequence will kill your 
  character. As this goes on, your character will suffer 
  aches, general fatigue, cramps, and muscle pain. Once 
  you have gone through as many successive Phases as 
  you have CON, your character has a stroke or heart 
  attack and dies.
  Limited Use (1-4)
  Your power is limited in some way. If the conditions are 
  not so terrible (the guy has to sing or only during the 
  day), it's a 1 point drawback. Two or more points if it is 
  very limiting. Having to roll over 8 on 3D6 to activate it 
  is 1 point. Having to beat 13 on 3D6 to activate it is 2 
  points.
  Light Sleeper (1 pt. Perk)
  You wake quickly from nearby commotions.
  Love (2 or 4 pt. Flaw)
  2: You are in love with someone. If you have to follow 
  your heart or your head, roll WILL x 2 at -3.
  4: Tragic love. You fall for the wrong people, or you 
  have epic romantic bad luck.
  Icy (1 or 2 pt. Flaw)
  You show no reaction to anything. Others may consider 
  you a cold fish. Once you take this disadvantage, the 
  only way to buy it off is with XP. If you take it at level 1, 
  you still may show some emotion sometimes (Hisui, 
  Agent Scully, and Egon Spengler).
  Ignorant (1 pt. Flaw)
  You tend to miss common cultural references that people 
  take for granted, so people tend to think you slow or 
  uneducated.
  Immune to Falling / Flight (FSN, 3 or 6 points + var 
  Supernatural )
  Your supernatural character can never fall unless he is 
  unconscious. If you jump off a building, you'll slowly 
  float down to the bottom (at the economical cost of 1 
  Mana). If the Servant wants it, he can buy the 6 pt. 
  version of this power, which will allow him to fly (3 
  Mana for every 12 minutes worth of flight at a 
  Movement of 2). The player can buy extra Move ranks 
  for Flight with extra quality points, at a rate of 1 point 
  per 2 Flight Move.
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  041
  Iron Mind (3 pt. Quality)
  Your character is resistant to all forms of Telepathy and 
  some Supernatural Senses as well as spells and powers 
  that seek to read or control his thoughts.
  Karoushi (2 pt. Mental Flaw)
  The character is a workaholic who is on his way to 
  working himself to death. This develops in salarymen 
  and other clerical staff who work in excess of 70 hours a 
  week. This Mental Flaw often results in the death of 
  the character from overstress and total physical 
  exhaustion. The condition occurs in Phases: the 
  Storyteller may allow your character a WILL 
  
  Insensitive (1 pt. Flaw)
  You have problems understanding how to gauge other’s 
  emotional reactions, and can be rather blunt as a result. 
  +2 difficulty to Empathy rolls.
  Mad Skillz (1 per level Perk)
  "Napoleon: What are your mad skills?
  You know, like nunchuck skills, bowhunting skills, computer 
  hacking skills... Girls only want boyfriends who have great 
  skills."
  -Napoleon Dynamite
  Your character has either received excellent training or is 
  a natural at certain skills. This perk adds 2 skill points 
  per level taken to his skill point pool at character 
  generation. 2 skill points earned by taking this level can 
  be converted into a Specialization. You can only gett one 
  Specialization by taking Mad Skillz, regardless of how 
  many levels you have in Mad Skillz.
  Magic Circuit (New Supernatural Quality, 1 pt per 
  level)
  This grants you the ability to study and cast 
  magic. It is common in supernatural creatures but 
  relatively rare in humans. The number of these are 
  determined at birth. Circuits are stretched throughout 
  the body like nerves and are broken up into core points 
  and bypasses that connect these points. The bypasses 
  that link the cores are like the synapses of the brain and 
  as such if cut or connected hastily, the core will not 
  change. Strictly speaking, this core itself is the circuit. 
  Also, the actual location of circuits is found in the soul 
  rather than in the physical body. That said, the body's 
  ability to actually express these is pretty important, 
  apparently.
  Lineages do what they can to tamper with their 
  blood in order to birth a heir with even just one more 
  rank in Magic Circuit. Once opened, these spirit paths 
  can be turned on and off at will.
  Trying to increase Magic Circuit rank (with XP 
  or through other means) is dangerous because the 
  human soul isn't meant to handle that kind of 
  modification. Often it is done when the subject is a baby 
  and therefore hasn't had time to build up spiritual 
  resistance, and the parents will feed the baby crushed 
  bone and herbs to force its Magic Circuit to strengthen. 
   The eccentric Waver Velvet of the Mage's Association 
  has had some luck using training to gradually raise a 
  subject's Magic Circuit rank, but his methods are slow - 
  assume it takes at least a year of steady effort to raise a 
  Magic Circuit by one rank.
  If the players go with Waver Velvet's methods, assume 
  that it requires at least a Chapter's worth of concerted 
  effort and several extended rolls with a certain threshold 
  of successes to overcome. 
  If the impatient player characters want to just 
  forge ahead and quickly increase their Magic Circuit 
  rank, the subject must succeed in a WILL + 
  Occultism and accumulate at least three successes. If he 
  succeeds, he takes 1D8x2 Lethal damage and his Rank 
  increases one step (and his XP is increased accordingly). 
  If he fails, then he takes his 1D8 x his own WILL in 
  Lethal damage as his system accumulates a massive 
  store of Mana and then discharges it (Cruel Storytellers 
  can require the invested XP on top of this, but I 
  personally wouldn't. Don't tase him bro and then kick 
  him while he's down.) If a person died from such an 
  attempt, he looks like he was fried by a high amperage, 
  high voltage electric current. Magic Circuit rank can 
  only be increased one step at a time.
  Having a decent Magic Circuit Rank often 
  causes one to manifest a majutsu kokuin, a crest 
  representing the person's sophistication as a magus. As 
  the wizard family (hopefully) intermarries with families 
  that have better Magic Circuit Ranks, the crest becomes 
  more ornate and complex. It is not visible to people with 
  Banality, but any Supernatural sense or magic detection 
  spell will reveal its presence.
  Some of these act as databanks of spells - living, 
  portable libraries. In this case, the holder can simulate 
  this by spending the points on Occult Library and then 
  adding two points per level to have the spells located in 
  their crest. Information from this kind of databank can 
  be retrieved by the owner if he is in a state of meditation. 
  If the family of the mage has interbred with 
  other races or species, then they may not be able to 
  handle the strain of a crest because of their mixed genes. 
  Mages with that in their history should take Old 
  Wound as a Flaw, and their pain can be controlled with 
  OTC medication.
  If a character without any Magic Circuit casts 
  magic, his own nervous system takes the place of the 
  normal Magic Circuit - at the expense of his brain and 
  nerves. Storytellers can feel free to cause the person to 
  lapse into a state of shock or inflict damage if someone is 
  foolish enough to try this. 1D6+1 Lethal damage 
  (unsoakable of course) X Power Level of the spell 
  would be about right. If he doesn't have enough Mana 
  to power the spell, then he fails (but still takes half 
  damage).
  Transplanting circuits is possible, but carries the 
  same risk of transplanting a foreign organ. In order to 
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  042
  
  be considered a mage, a player character must have at 
  least a Magic Circuit rank of 2.
  Each level of Magic Circuit grants +3 Mana 
  and +1 to the Intelligence + Occultism casting roll for 
  a spell. Humans need Magic Circuit Level 4, 
  Occultism 3, and Enchanter 1 if they want to build any 
  enchanted items. Every 3 ranks in Magic Circuit also 
  increase the MP they get back during rest periods by 1 
  point.
  The Magic Circuit Perk also provides passive 
  resistance against Control spells that are designed to 
  affect the victim's behavior, such as sleep and restraint. 
  This comes from the paths of the victim's Magic 
  Circuit, which are designed to reject Mana that 
  originate from outside their own system. The level of 
  resistance afforded to only those specific types of spells 
  is equal to half the victim's Magic Circuit rank. To put 
  it simply, Control type spells are not very effective 
  against wizards and mages. This resistance does not 
  protect against other types of magical attack, though. 
  Caster could still blast a mage with lightning and have it 
  be fully effective. The resistance also does not protect 
  against abilities (such as Hypnosis [Look into My 
  Eyes], psionics such as Telepathy, or any Mental Flaw 
  the victim has. Also, if the Control magic was cast by a 
  person with Epic Occultism, the victim's passive 
  resistance doesn't apply to the Control spell.
  1 Level of Magic Circuit must be taken if the 
  character is to take any levels in Telekinesis and 
  Telepathy, and their levels cannot be higher than twice 
  the rank in Magic Circuit.
  Several levels of Magic Circuit will be necessary 
  to support onboard magical powers like Mystic Eyes, 
  etc.
  To donate Mana to your Servant (assuming you 
  have one), if you have one, you must have at least Magic 
  Circuit 3. If you do not have that, your Servant will not 
  be able to use your Mana to replenish its own Mana 
  Pool or heal its wounds.
  Manic-Depression (2 pt. Mental Flaw)
  Manic depressives suffer from severe mood swings, 
  often resulting from trauma or severe anxiety. 
  Characters may be upbeat and confident one moment 
  but then pessimistic and lethargic the next.
  Characters with this Flaw are on a hair trigger, 
  never knowing when their next mood swing will strike. 
  When the character fails a Skill Test, the character must 
  make a Will check and accumulate 2 Successes. If the 
  character fails the Will check, he immediately lapses into 
  depression . If your character is depressed, 
  the ST will roll 1D6 or 1D10, and then multiply that 
  number by 10 - that's how many minutes your character 
  will be affected. During this time, your Luck is also 
  temporarily decreased by one. After that state passes, 
  you will be obsessively cheerful, energetic, and upbeat 
  for as long are you were depressed.
  Manifest Millennium Castle (7 point Perk, only True 
  Ancestors with the Rank of Brunestud)
  Your character can manifest the Millennium Castle - a 
  feat only the Brunestud can accomplish. As you might 
  expect, it's a big house made out of stone. When it is 
  summoned, it conforms to the hopes, dreams, and 
  expectations of its owner. If the owner is depressed, the 
  castle appears as a dismal chateau straight out of Fall of 
  the House of Usher. Someone who just read the novel 
  Dracula might whip up something very much like 
  Brahms Castle. A Disney fan might conjure up 
  something tacky and gauche out of the Magic Kingdom.
  The castle is fully visible to other people - 
  including those with Banality. Obviously it is best to use 
  this power in an undisclosed location, otherwise they'll 
  start wondering why they never noticed that singular 
  piece of real estate before. Arcueid can use this Perk to 
  conjure the embark and disembark from the Millenium 
  Castle in various places - allowing her to easily travel 
  from place to place on her missions. Within its throne 
  room is her resting place, where she rests after her job is 
  complete. Lately, however, Arcueid has simply decided 
  that staying with Shiki is what she wants to do; perhaps 
  this is part of her childish and impulsive personality.
  When it appears the castle is fully furnished, but 
  it is not staffed. The True Ancestor who called it up will 
  have to make some kind of arrangements for finding 
  help that not only will clean the castle, but will also do 
  windows. Summoning the Millenium Castle costs 15 
  Mana and it can only be done on a night when the light 
  of the moon is visible. If the current Lord of the 
  Millenium Castle is defeated, it vanishes until it can be 
  called again. This is a special type of Marble Phantasm 
  that only True Ancestors with the Rank of Brunestud 
  are able to perform.
  Marble Phantasm (20 or 35 points)
  As its Japanese name  (
  /Kuusou 
  Gugenka) suggests, this power grants the user the power 
  to realize a vision or phantasm. It is the power of an 
  elemental or True Ancestor to merge their will with 
  nature in order to influence probability and transform 
  the world around them according to their wishes. As the 
  user is a part of nature, he is able to alter the world, but 
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  043
  
  only may accomplish things within the scope of nature. 
  A transformation outside of nature, such as 
  transforming a human cannot be accomplished unless 
  done indirectly. 
  In the story, to take on the Big Bad, Roa, 
  Arcueid turned layers of the atmosphere in the school 
  corridor that sliced him into fine pieces the way a paring 
  knife would work a radish. Roa himself was not affected 
  directly by the Marble Phantasm, but he had no way to 
  avoid being chopped into pieces. The caster can target 
  someone with a Marble Phantasm by rolling INT + 
  Firearms, and the user's opportunity to dodge is at -5 if 
  any successes were rolled on the attack. 
  This can also be used to create a dwelling for 
  the person to reside in (although it can not be the 
  Millenium Castle Brunestud - only Arcueid can 
  manage that.) Although it would be created by magic, 
  this dwelling would be completely mundane and visible 
  to everyone, who might find it odd that suddenly a 
  house has appeared on the scene. 
  It is worth observing that a Marble Phantasm 
  can be used for more than simply hurting a person or 
  doing dramatic effects with the lighting. When 
  confronted with a seemingly immortal entity, Warachia 
  no Yoru, Arcueid learned that he would only exist as 
  information until the light of the Crimson Moon shone 
  upon his body 1000 years in the future. She then used 
  her Marble Phantasm to cause him to be bathed in the 
  light of the Crimson Moon, which returned him to a 
  permanent mortal body. Warachia, now mortal, was 
  dispatched by Shiki using his Mystic Eyes of Death 
  Perception ability. 
  The cost of a Marble Phantasm depends on 
  how much damage a player wants to cause with one. A 
  Deadly effect will cause (D8 x10)+ 8 damage and cost 
  20 points. A Massive effect will cause (D8 x10) + 70 
  damage and cost 35 points.  A Deadly one will cost 12 
  MP to use, but a Massive one will cost 25 MP to fire. 
  Anytime a Marble Phantasm is used, the user must 
  expend 1 Luck point. If the user wants to burn twice the 
  normal cost of MP and use two Luck Points, any 
  damage this causes will be doubled. 
  Master of Unlocking (1 pt. Quality)
  Your character is at +2 to open mechanical locks as long 
  as he has the right tools. Electronic locks and Computer 
  password cracking rolls receive no extra bonuses from 
  this Perk.
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  044
  
  Medicated (1-5 pt. Flaw)
  "Hey, Akiha. I wanna go back to my room and sleep."
  "No, I won't ask you any more about it, so you have to let me 
  treat your injuries. So come this way. I can't help but worry if 
  you go to sleep looking like that."
  Your body requires daily medication to stay alive, from 
  cholesterol medication (1 pt.) to insulin or worse (5 pts). 
  Each level inflicts 1D6 lethal damage you take every 12 
  hours when you go a day without your meds.
  Mechanical Genius (supernatural, 2 per level)
  Your character has an innate ability to create, control, 
  and modify machines. You may even use the 
  Superscience talent to modify items as long as their 
  Power Level remains unchanged.
  Level 1 - character repairs things at 2x normal speed, + 
  1 to Technology and Repair skills
  Level 2 - character repairs things at 5x normal speed, + 
  1 to Technology and Repair skills
  Level 3 - character repairs things at 10 x normal speed, 
  + 2 to Technology and Repair Skills
  Level 4 - character repairs things at 20x normal speed, 
  +2 to Technology and Repair Skills
  Level 5 - character repairs things at 50x normal speed, 
  +3 to Technology and Repair Skills
  Level 6 - character repairs things at 100x normal speed, 
  +3 to Technology and Repair Skills
  Media Junkie (1 pt. Perk)
  You are a voracious consumer of pop culture. –2 
  difficulty to any Social or Research roll involving pop 
  culture.
  Megaleap (supernatural, 4/6): Ordinarily, a person rolls 
  STR +1D10 or STR + Athletics for a running jump. 
  Each success you roll gives you 2 feet vertically or four 
  feet horizontally ... but Megaleap replaces the feet part 
  of the equation with yards. If the player wants to add on 
  2 more points, multiply his roll x 1.5, and tack on one 
  extra foot per success level on the jump roll. Either 
  version of this power allows the character can also fall up 
  to the point value of this Perk x 15 feet without taking 
  damage.
  Megalomania (3 pt. Mental Flaw)
  Characters with this Flaw are obsessed with 
  accumulating wealth and power - to triumph over their 
  insecurities by becoming the most powerful thing in 
  their environment. Arrogance and extreme belief in ones 
  abilities are part and parcel of this Flaw, as your 
  character is convinced of his own inherent superiority.
  If you have this Flaw, you must rise to the top of power 
  and influence by any means necessary. After all, there 
  are only two types of people: those without power, and 
  undeserving possessors of power who must be stripped 
  of it. This belief stretches to everyone, including your 
  immediate allies. If the character is using Luck against a 
  "competitor", he receives an additional +2 to the total, 
  because of his overwhelming sense of superiority.
  Mental Problems (1-3)
  Pick the level of the flaw. Mild is 1 point: your problem 
  is controllable and seldom troubles you. Many people 
  wouldn't guess you have it.
  Severe (2): People suspect something is wrong with you.
  Deranged (3): If you believe that you will be stopped or 
  caught by a major threat, you will control yourself. 
  Otherwise, it's time to rock.
  Cowardice: Subtract this from rolls involving Fear. 
  You cannot take levels of Conviction if you have this 
  Flaw. Over time, you could buy off this Flaw and buy 
  levels of Conviction.
  Cruelty: "The scene at the end of the alley is awful. 
  People have been torn apart like rag dolls. Their body 
  parts like strewn about the area, and the walls are slick 
  with blood. How dare she do those kinds of things 
  without me!"
  At Cruelty 2, you will torture and harm only those who 
  have angered or attacked you. There is no level 3 for 
  Cruelty - at that point it becomes a new Flaw: Antisocial 
  Personality Disorder.
  Guilt or Shame: an affective state in which one 
  experiences remorse and conflict at having done 
  something, or not having done something. It is 
  mediated by the conscience. Freud described it as the 
  conflict between the ego and superego. Guilt often leads 
  to depression, as the subject beleives they are 
  undeserving and thus they are less likely to assert their 
  own rights and perogatives.
  As Japan is a shame-based society instead of a 
  guilt-based one, there is more of a sense of etiquette 
  instead of Western ethics. Shame differs from guilt: in 
  guilt, the person feels bad because of something done or 
  not done. Shame is felt when the person believes 
  something is wrong with them. In your tabletop games, 
  the first level of guilt can be taken for low-level cases, 
  which will allow the person to continue working and 
  living. Past level 1, they must take another Mental Flaw 
  such as Depression to go along with Guilt (real-life 
  examples include survivor's guilt).
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  045
  
  There is also a type of advanced shame called Toxic 
  Shame, which must be taken at the 2nd or 3rd level. 
  Toxic Shame is induced within children during child 
  abuse. Incest or other types of child sexual abuse cause 
  Toxic Shame. Victims dissociate the shame until it is 
  possible to come with it, and Toxic Shame often creates 
  severe trauma. Toxic Shame often is expressed with 
  control, perfectionism, contempt, criticism, blame, envy, 
  judgment, power, numbness, and rage. It may also 
  require the sufferer to cover it up with
  addictions, rigid roles, reenactment, and other ego 
  defenses. Toxic Shame is also associated with torture.
  Delusions: You believe things that are not true.
  Obsession: You'd do anything to attain your goal.
  Paranoia: You are annoying and frightening to be 
  around.
  Phobia: Deducts value from Fear test in situations 
  involving the offending thing.
  Recklessness: You don't look before you leap. You are 
  the poster child for impulsiveness.
  Zealot: You are a fanatic, and you will sacrifice 
  anything for your ideals. You'll defy the law if it conflicts 
  with your objectives.
  Mouth from Beyond (4 pt Perk, supernatural) - The 
  demon may swallow objects as large as a medium-sized 
  dog or a small person (anything as wide around as the 
  demon's head, basically). If the target isn't dead when he 
  is swallowed, he'll suffocate if he can't get out. The 
  demon will digest the creature , and non-edible parts 
  (glasses, fillings, bones, shoes) will be eliminated 
  normally. To eat the target, the demon rolls CON + 
  Athletics to attack. Once inside, the target is suffocating. 
  If he has natural weaponry, he can cut himself free. If 
  the demon loses more than half his Life Points from 
  those attacks, the target cuts a hole in his stomach big 
  enough to crawl away from. This can be taken by giant 
  creatures such as dragons and the like, which would 
  allow them to swallow people whole. 
  Minority (1 point Flaw, or 2 points for combos) 
  Motion Sickness (1 pt. Flaw)
  You become queasy and nauseous easily on boats, cars, 
  and the like. +2 difficulty to all actions when your 
  sickness comes into play.
  Misfit (2 pt. Flaw)
  "You don't understand yourself very well. You are a very kind 
  person, but at the same time you are very cold. You make no 
  distinction between people. You don't have anyone you feel that 
  you like the most, no matter if you hate or like them. You like 
  and forgive everyone. That is very cruel to those who want to 
  be closest to you. For you, everyone is the same. "
  -Yumizuka Satsuki
  You have a -2 penalty to Influence rolls and 
  automatically attract cruel and abusive people. 
  Multiple Personalities (3 pt. Mental Flaw)
  With this, the character's identity fragments and he 
  becomes a different person - to deny his trauma, or place 
  the blame on "someone else". A person in a desperate 
  situation might become a tough survivor, or become a 
  murderer to deny his powerlessness. Each personality is 
  unaware of the others, and they appear in response to 
  specific situations.
  The Storyteller decides how many personalities 
  you have, what kind of alternates you have, and the 
  situations that trigger their appearance. Each personality 
  has a connection to the trauma which originated it. If 
  the Storyteller wishes it, they may have slightly different 
  ratings in certain Skills.
  Murphy's Law (2 pt. Flaw)
  You have bad breaks all your life. Once per day, the ST 
  can subtract ten from the roll of an important roll you 
  make.
  Mystic Eyes of Death Perception (5, supernatural )
  Your character's vision incorporates a vision of the 
  Akashik Record of an object into its normal view. As a 
  result, your character can "cut along the lines" of an 
  objects' Karmic path, inflicting great damage to it. Even 
  Immortal and targets with the Unique Kill perks can be 
  permanently destroyed with this talent.
  Damage done with this power is lethal, as the 
  character must use a knife or sword to cut along the 
  path. It requires a Called Shot at -4, but damage done is 
  x6.66 and compared against the targets hit points. If 
  they are greater than the targets' Life Points, then the 
  target falls apart into chunks like cut sashimi. Vampires 
  are instantly dusted. If the total is not greater than the 
  target's Life Points, then the target is not instantly killed 
  and only suffers x2 aggravated damage. Even if they 
  survive the attack, foes will instantly recognize the 
  severity of their situation.
  Objects are not immune to this power either, 
  and the character can cut through things like steel doors 
  as if they was a sheet of paper. Locks on doors quickly 
  will become a non-issue. Note that this does not allow 
  the character to cut objects in any location.
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  046
  
  The patterns created by the Akashik Records are 
  randomly distributed; the character must find a glowing 
  line and cut across it or stab a point to use the 
  power.With this power, things like zombies and ghouls 
  are instantly identifiable because their spiritual signature 
  is distinctly different from that of a living human.
  If the character also has Chiurgery, he can 
  accomplish medical miracles - curing AIDS, cancer, etc. 
  by destroying the astral form of the disease by cutting 
  along the right Karmic path. Even magickal diseases 
  can be defeated thusly. The Storyteller determines how 
  many success levels will be necessary to accomplish the 
  task, and how many Phases it will take for the Extended 
  Test to be finished. The character must use his Mystic 
  Eyes during this entire time (check for damage if he is a 
  human being), and every success level above the 
  minimum required reduces the severity of the Physical 
  Flaw by one level. Generally speaking, curing the Flaw 
  requires first as many successes as the the Flaw's value 
  in points to "lock into" the Flaw , and then additional 
  successes cause it to be reduced by one level. If the Flaw 
  is reduced to zero or negative points in terms of value, it 
  is eliminated fromt he subject. If the healer fumbles, he 
  slips and cuts along the lines of death in the subject, 
  causing his weapon damage x 6.66 in Lethal damage to 
  the subject. If the healer expires before the operation is 
  complete, check how many successes he rolled. He may 
  have been able to at least reduce the Flaw's severity.
  This Mystic Eyes of Instant Death power is 
  superhumanly strong, and potentially lethal to humans 
  who have it. It requires at least a Magic Circuit rating of 
  3 to support itself. Every time the character uses the 
  Mystic Eyes of Death Perception, he must make a 
  CON roll. If he fails, he suffers between 2-4 d3 in 
  Lethal damage. If he fumbles, he might suffer a heart 
  attack, stroke, or aneurysm. He might also have to make 
  Fear Tests. If those go badly, he might develop Madness 
  Points and Inversion Impulse.
  Mystic Eyes (Variable cost Supernatural Perk)
  These do not merely obtain information from the 
  external world, but can affect it also. The color the eyes 
  shine when they are used determines the designation of 
  the eyes. Normal mystic eyes are red or green. Using 
  them requires the expenditure of Quality Cost -2  in 
  MP per use. If the ability can be used continuously on 
  the same subject, the user must pay that MP amount 
  each round it is used. Mystic eyes can be artificially 
  gained through chainging one's eyes in a process similiar 
  to lineage crests. Due to their concealability and power, 
  they are also symbols of a first-class magus. 
  Artificially-limited eyes are limited to
  Charm (
   - Miwaku). The user matches his 
  WILL + Magic Circuit against the victim's opposed 
  WILL x2 +(Magic Circuit x2). If the target loses, he 
  comes to think of the other person as a friend, confidant, 
  and even possible lover (if the gazer is of the appropriate 
  sex). If used against another mage, the other mage gets 
  to resist with his WILL x2 + Magic Circuit. 6 points. 
  Whisper [Suggestions] (
   - Anji). The user 
  matches his WILL + Magic Circuit against the 
  victim's opposed WILL+ (Magic Circuitx2). If the 
  target loses, he will obey the next command uttered by 
  the magus without question. If it is not in his self-
  interests or suicidal, he gets another WILL x 2 check to 
  resist. 12 points. 
  JJoouuggaann (
  ). Seeing what cannot be seen. These do 
  not require the expenditure of MP  to use. These can be 
  simulated with Nanjin Adept, Telepathy, Mystic Eyes of 
  Instant Death, Supernatural Senses, etc. 
  Binding (
   - Sokubaku). The user matches his 
  WILL + Magic Circuit against the victim's opposed 
  WILL x2. If the target loses, he can not move until he 
  beats the success levels of the Binding (trying with his 
  WILL x 2 once per round). 12 points. 
  Coercion (
  - Kyousei). Works like Whisper, but 
  the domination is longer-lasting. The user matches his 
  WILL + 3 + Magic Circuit against the victim's 
  WILL x2.   If the victim fails, he most comply. This 
  cycle continues until the user can beat the user with a 
  resisted Will x2 vs Will + Magic Circuit contest. 
  Dangerous commands and reprehensible ones allow the 
  victim to resist with a bonus (+1 to + 3). 20 points. 
  Illusion (
   - Genkaku). The user matches his 
  WILL + Magic Circuit against the victim's opposed 
  WILL x2. If the target loses, he is plunged into an 
  illusory world defined by the user. The user could 
  render himself invisible or appear as someone or 
  something else to the victim. 10 points.  
  Flame (
   - Enshou). The user rolls his WILL  
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  047
  
   is greater). Thus a WILL 4 mage with  Magic Circuit 
   Rank 4 who rolled 4 success levels would cause sixteen 
  points of fire damage.  7 points. 
  Jinx (
   - Kyouun). This curse-type power requires 
  the user to match his WILL + Magic Circuit against 
  the victim's WILL  + Magic Circuit. If the user wins, 
  every two success levels of the attack cause the victim to 
  gain 1 level of Anti-Luck. This Anti-Luck is temporary, 
  and is gone after being expended by the Storyteller at a 
  time of his choosing. This can only be used on the same 
  target once per day. 10 points. 
  Contract (
   - Keiyaku). These eyes allow the user 
  to enter into contracts with unaligned supernatural 
  beings. Instead of a lengthy process of signing Blood 
  Contracts,  etc., the two can do business with a simple 
  handshake. The Contract Eyes also give the user + 2 to 
  all his rolls for negotiation with his client. 7 points. 
  Petrification (
   - Sekika). These are only found in 
  beings from the age of gods and holy spirits. The user 
  matches his WILL + Magic Circuit against the victim, 
  who resists with his WILL x2 + (1/2 his Magic 
  Circuit). If he fails, he turns into a stone statue. If he 
  resists, he is at -1 to STR and DEX for one scene. This 
  can only be used on the same target once per day. 30 
  points. 
  Distortion/Torture (
   - Waikyoku). This creates 
  an axis of revolution around a target. Unlike many 
  Mystic Eyes, using this requires the user to "aim" (Will 
  + Firearms) at the target. If the target fails to get out of 
  the way (he can Dodge, but is at -5 unless he has 
  supernatural senses to see the  attack), he is struck by a 
  magical spiral and then twisted around. For each success 
  level of the attack, the victim takes (1 x user's WILL + 
  [1/2 Magic Circuit] ) in Lethal damage as his body 
  twists, contorts, and rotates. Limbs can be broken and 
  torn off, backs broken, necks snapped, etc. The victims 
  of this attack are often splattered across the landscape. 
  Once the user connects with an attack, he can keep 
  expending the same amount of MP each round to "play" 
  with his catch. This attack will also damage regular 
  matter. If the user spends a Luck roll to boost this power, 
  he can double the amount of damage he does with his 
  success levels.  A variant of this power, Refraction,  can 
  be used to alter the trajectory of projectile weapons.  15 
  points. 
  Nanjin Adept (4 or 8 pt. Supernatural quality)
  This gift allows the owner to "see with the heart", 
  allowing him to avoid over-reliance on his eyes for 
  seeing his environment. It is impossible to blindside a 
  Nanjin Adept, as they have 360 degree "vision". Nanjin 
  Adepts are immune to the effects of invisibility and 
  darkness. They also gain +2 to all rolls involving 
  Perception. They also receive 3 levels of Combat 
  Reflexes (a fun +6 to Initiative rolls). Nanjin adepts 
  also add +2 to their Brawl and Melee skills. If 
  combined with the Blind Flaw, a Nanjin Adept can see a 
  monochromatic world (though reading and close visual 
  work are impossible). In a fast-paced combat, an 
  immobile vampire would be invisible to a blind Nanjin 
  Adept (no body heat, no heartbeat, no movement). The 
  4 point version of this power grants 360 vision, the +2 
  to Perception rolls, and immunity to invisibility and 
  darkness, but does not give Combat Reflexes or increase 
  combat skills.
  Narcolepsy (2 pt. Mental Flaw)
  Even at very inconvenient times, you have difficulty 
  avoiding sleep. Every CON x2 + 6 minutes, you must 
  make a CON test (with mods as the Storyteller decides) 
  to stay awake if you are doing something that does not 
  require you to be attentive or active, such as guard duty, 
  driving for a long time, or listening to a boring lecture.
  Natural Armor (supernatural, 1 pt. per level)
  Your character subtracts this power's value from any 
  damage he takes. The damage is reduced before any 
  modifiers such as Lethal are taken into account. 
  Natural Born Killer (10 points, Supernatural)
  Instead of getting your violent tendencies through a 
  Bloodline, your darkness is inborn. This is the 
  advantage built for assassins such as the Nanaya clan. 
  Natural Born Killers begin with 2 levels of Hard to Kill, 
  + 3 points to split between DEX and STR, at least 2 
  levels of Focused Damage, and at least 3 levels of 
  Combat Reflexes. During generation they must also 
  allocate five skill points between Melee and Dodge. 
  Frequently Natural Born Killers begin play with the 
  Impulse Inversion Flaw. NBKs also do not often get 
  along well with "unnatural" beings, and if the Impulse 
  Inversion Flaw kicks in while they are around one, they 
  intuitively know what they have to do.
  The Supernatural Form Flaw could be picked 
  could be picked with this Perk; if the player does so, the 
  pc has another side to himself that is stronger, faster, 
  tougher, and far more violent.
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  048
  
  Other optional and relevant Flaws and Perks include 
  Mental Problems, additional levels of Hard To Kill, 
  Natural Toughness, Secret, and Natural Runner.
  Natural Born Leader (1 pt. Perk)
  You have a knack for helping and inspiring others, and 
  people look to you in a crisis. You are able to motivate 
  those around you and encourage them to do what needs 
  to be done. Once per game session you can give 
  someone else a +10 to any one test. Best of all this can 
  be done after the roll has been made. This costs the 
  Leader a turn, and he must explain what he is doing to 
  help or lead the other player along.
  Natural Runner (1 -3 pt. Perk)
  You enjoy running, therefore you’re in good shape. Add 
  +1 to your Move per level bought. Before a monster 
  can purchase levels in Unnatural Runner, it must 
  purchase all three levels of this Perk.  
  Natural Toughness (2 point quality)
  Four points of natural armor vs Bashing attacks.
  Natural Weapon (1-8 point quality)
  Think horns, barbs, fangs, tentacles, movable hair, or 
  claws. If it does Bashing instead of Lethal damage, 
  reduce the cost by 1 point. If it is retractable, increase 
  the cost by one point. If it is detachable and throwable 
  or launchable instead, multiply its cost by two.
  They have normal thrown or pistol ranges. If 
  they can be used like a rifle, attack damage is halved 
  before being modified.
  Use the appropriate maneuver. Claws would use 
  Brawl (Punch), Horns would use Brawl (Head Butt), 
  and serrated shins would be Brawl (Kick).
  Small weapon: 1D4 x STR.
  Medium: 1D6 x STR.
  Large: 1D8 x STR.
  Huge : 1D10 x STR. 
  Negotiator ( 1 pt. Perk)
  Your character is good at helping resolve things by 
  sounding out situations and analyzing problems with the 
  cooperation of others. He can reroll an Influence test 
  while in a critical or diplomatic situation.
  Nervous Condition (2 pt. Mental Flaw)
  Your soul has been scarred by trauma. The damage 
  manifests as physical ailments that impact your life daily. 
  You suffer nervous tension and muscle tremors that 
  affect routine tasts. Your hands and feet tremble almost 
  constantly, and shake even faster when you experience 
  stress. All DEX-based skills are at -1 in these situations, 
  but in extremely stressful situations, they are at -2. You 
  also suffer a -1 penalty to Fear Saves.
  No Natural Mana Recovery (2 or 3)
  Your character will not regenerate Mana on his own. If 
  the character has the 2 pt. version of this Flaw, he can 
  recover 1D6 Mana from either the charitable donation 
  of Mana from a Magus (a person possessing 2 or more 
  points of Magic Circuit) or through killing and/or 
  sucking the blood/eating the soul of a sentient being. 
  He could also use a spell to absorb Mana from a willing 
  or unwilling subject.
  At level 3, the character may only regenerate 
  Mana through contributions from a Magus. If the 
  character has the Honorable flaw, he will not kill others 
  to regain Mana and thus may be even more dependent 
  upon the Magus.
  No Natural Healing (Supernatural, 4 Pt. Flaw)
  Sadly you do not have any way to biologically recover 
  from damage you take. As a result, wounds you take are 
  there to stay unless you are undead or a robot. If you are 
  undead, you can use the blood you steal (in Life Points 
  stolen with Blood Suck) to heal your own Life Points at 
  a 3:1 conversion rate. You may also use Plunder if you 
  have it. If you are a robot, other people can use Repair 
  and Technology to recover 2 Life Points per Success 
  Level on their repair rolls (but they must have an INT 
  of 4). Unfortunately, examples of advanced technology 
  like robots require expensive parts: every 5 Life Points 
  restored to a robot requires an investment of 1D6 x $20 .
  Non-Confrontational (1 pt. Flaw)
  You have a hard time bringing up difficult subjects with 
  others, and avoid fights. +2 difficulty to any roll that 
  involves debating or arguing with someone normally 
  friendly with you.
  Odd Feature (Variable Flaw, 1 pt. per Feature)
  There's something about you that doesn't look right. 
  You might have elf ears, eyes that are an unusual color 
  (neon blue or red), eyes that don't have visible pupils, 
  anime hair, etc. These can be concealed with effort, but 
  they are inconvenient to have. They will certainly attract 
  the attention of onlookers. This is a Flaw, not a Perk. It 
  does not bestow any benefit whatsoever. If you got small 
  horns from this Flaw, you could not use them to do 
  extra damage with a Head Butt.
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  049
  
  Obligation (variable)
  First off, the nature of the relationship between the 
  group and the character can determine the point value of 
  the Flaw.
  1 point: obey the dictates of your group, don't betray the 
  members. You can walk anytime you want.
  2 points: you must risk yourself for the group, and must 
  go above the basic precepts of membership.
  3: The organization is more important than your 
  character. You are on call all the time. Disobedience is 
  severely punished by imprisonment or death.
  4: You are totally devoted to the group. You must die for 
  the organization if asked. Missions are extremely 
  hazardous. Servants begin play with this because of their 
  duty to fight in the Grail War , the Complementarity 
  they share with their Masters, and the fact that they 
  must obey their master no matter what if he sacrifices a 
  point of his Command Seal.
  Obligation can also represent the amount of time 
  consumed by the organization:
      A Nine-To-Fiver usually has Obligation 1 - it's a 
  regular job.
      Soldiers have Obligation 2, as the job is their life and 
  they are on-call 24/7.
      If Soldiers are deployed into a combat zone, that 
  Obligation rises to 3. There is no
      break from the job.
      A Government Agent or a Cop has Obligation 1, as 
  they can go home at the end of the day.
      A Government Agent working as a Spy has 
  Obligation 2, but a NOC or Deep Cover operative 
  would have Obligation 3.
  Students and Teachers have Obligation 1, as what they 
  have is just another job. 
  Battle Clerics would have Obligation 3, for what they do 
  is a Calling and a way of life, not a
  mere job.
  Most National Guardsmen would have Obligation 1 
  even though they're on-call. In theory, they only need to 
  respond to emergencies.
  To reflect the fact that people have multiple duties, 
  characters can take Obligation more than once. 
  However, they may not have more than 4 points total in 
  Obligation, as they can only spend 24 hours out of a 
  given day. If the character has 1 points of obligation, the 
  job consumes 30 or so hours per week. 2 points brings 
  that total up to 50. If virtually all of the character's time 
  is being used, it's worth 3 points.
  Occult Library (Varies)
  This Perk allows your character to have access to a 
  valuable collection of books on the occult. Within them, 
  he can find spells and information on magic and 
  monsters. The level bought  determines how good the 
  Occult Library is. 
  Point Value
  1: You have one book on the occult. It might have some 
  spells. Research rolls at the
  library are at -3.
  2: Several books on various subjects. It has some spells. 
  It gives no bonus to research rolls.
  3: You have a good collection including some rare 
  tomes. +1 bonus to all research rolls.You have quite a 
  few spells in the books.
  5: Monster research rolls are at +2. Any number of 
  spells can be found there. You must have an Occultism 
  of at least 3 to assemble the library.
  7: Monster research rolls are at +4. Any number of 
  spells can be found there. You must have an Occultism 
  of at least 6 to assemble the library. This Occult Library 
  can only be found in specialized organizations. Putting 
  together a collection of this size grants at least Adversary 
  2 to its owner, as others will come to steal it. 
  Obsessive/Compulsive (1/2/3 Mental Flaw)
  Guilt, trauma, and inner conflict forces the character to 
  focus attention on repetitive behavior and actions. 
  Obsession relates to the desire to control the 
  environnment - keeping clean, keeping an area silent, or 
  keeping away undesirables. Compulsions are actions or a 
  set of actions that individuals do to soothe their anxiety: 
  placing everything In Order, checking their gun to 
  make sure it is loaded, or praying every few hours.
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  050
  
  Characters with Obsessive/Compulsive must make Will 
  checks to avoid engaging in the behavior - they believe 
  they must act in keeping with this illness, to the 
  exclusion of all else. They'll even follow this flaw when it 
  would be suicidal to do so (such as an action scene). 
  Characters who fail their WILL save and want to avoid 
  giving in to the behavior can spend a Luck point to 
  refrain from it for WILL x 3 minutes (or 10 minutes, 
  whichever is greater). If a character is forcibly restrained 
  and prevented from acting out his Ob/Con, he'll attack 
  whoever is restraining him.
  Old Injury (1 or 2 pt. Flaw)
  Your body was hurt long ago, and you feel the pain. +2 
  difficulty to Athletics rolls. The 1 point version of this 
  disadvantage only gives +1 difficulty to Athletics and 
  flares up when the Storyteller decides it will.
  Old Soul (2 pt. Perk)
  Despite whatever biological age you are, you're far more 
  mature than others might assume. You
  may add 3 more points to your Skill pool during 
  character generation. This is a required Perk to pick up 
  if you want to play the sorts of mature children you see 
  in anime shows. Note that there may be some raised 
  eyebrows if your Campus Detective busts out with some 
  Sherlock Holmesian analysis.
  Organization (Variable Perk or Flaw)
  Organizations can be formed using the following rules.
  Organizations are not just mere companies, they 
  must have a connection to the larger game world. 
  Examples of Organizations are covens, demon cults, 
  hierarchical orders, personality cults, questors, groups 
  based on mutal aid, religious orders, and monster-
  hunting associations. The player must always ask the 
  Storyteller if he can join an Organization. While the 
  Organization's Perks are shared by the player character 
  if he is a member, often Flaws connected to the 
  Organization (such as Adversary, Watched, etc.) stay 
  with the character even if he quits or is booted out. 
  Sometimes the Perks associated with the Organization 
  will even revert to their opposites on the character sheet 
  if the parting is not a friendly one. 
  If the Storyteller is willing, the player can even 
  take on just a few of the restrictions in order to gain 
  access to a limited amount of Perks. This is still rare, 
  and most people try to take on Flaws to prove their 
  loyalty. The most apparent example is the status of 
  "made man" in the Mafia, wherein the petitioner gains 
  full acceptance into the organization upon the taking of  
  a life.
  Demon Cults: These are oriented to satisfy the needs of 
  a demon or group of demons. In return for sacrifices in 
  the form of ritual offerings, the demon or group of 
  demons provide Perks to their followers. These Perks 
  can include things like Extra Lucky, positive levels of 
  Resources, Immortal, and so on. Demon Cults are 
  almost without exception designed to promote evil.
  Fortunately their scope is limited, so as long as an 
  outsider doesn't do anything to get on the Cult's radar or 
  appear to be a viable sacrifice, he's probably ok. Most 
  Demon Cults don't want to destroy the world. Instead 
  they want to get a lot of stuff and not share.
  Questors: These groups have a particular goal. Often 
  they are composed of a wide mix of people and creatures 
  with a shared desire. Many Questors are willing to die 
  in order to achive the goal - in fact, that is usually the 
  primary requirement for membership.
  Hierarchical Orders: Old magical groups (such as the 
  Masons) usually take this form. Degrees and secret 
  rituals are the norm. They are rigid and exclusionist, 
  often uninterested in outsider petitioners.
  Mutual Aid: These organizations play fast and loose, 
  with an informal group that likes to work together. This 
  group is also likely to have a wide mix of participants.
  Personality Cult: These are like Demon Cults, but with 
  a human in charge instead of a demon. Whatever 
  weirdness the Cult is up to depends upon its leader.
  Religious Order: This could be a group of Jewish 
  Kabbalists, Gnostics, Catholic mages, Taoist sages, or a 
  Wiccan coven. Often these are self-contained groups, 
  but larger examples exist. Religious Orders may have 
  monster-hunters in their midst, and they are their own 
  category even though they may overlap with monster-
  hunting groups.
  Monster-Hunting Association: These groups are often, 
  but not always, without a unifying religious ideology. 
  Instead the group agrees to support each other in 
  purging evil monsters from the Earth. In Fate, the 
  Church takes the approach of "If you don't have to shoot 
  it, recruit it" for the Burial Agency, which places it in 
  this category. The Burial Agency comprises not only 
  superpowered freaks whose humanity is highly 
  questionable (like Ciel), but even includes certain Dead 
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  051
  
  Apostles in its monster-hunting ranks.
  Determining the Point Cost for an Organization 
  is done by adding up the Perks it bestows access to and 
  then subtracting the value of the Flaws it requires its 
  members to shoulder. See the following page for 
  examples. 
  Organization Perks:
  Levels in Occult Library [As long as the member toes 
  the party line, he can read the group archives],
  Regular Perk or Supernatural Perk (Suggestions 
  include Extra Lucky, Rank, Dual Nature, Emotional 
  Anchor, Forgettable, Resources, Fake Past, Immortal, 
  etc.)
  Regular Flaw or Supernatural Flaw (Suggestions 
  include Adversary, Watched,
  Complimentarity, Negative Levels of Resources, 
  Inversion Impulse, etc.)
  Organization-Specific Perks include:
  Tutor [members get time with a teacher, who can teach 
  them spells or instruct them in a particular Skill](1), 
  Group Spellcasting (members will help each other cast 
  magick) (1),
  Organization-Specific Flaws include:
  Must Help Members in Trouble (-1), Obey the 
  Leader(s) (-1), Cannot Leave Without Permission (-1), 
  You Can't Leave the Mafia (-2), Members Must 
  Perform Criminal Acts (-1), Strictures (-1 per 2 
  requirements), Must Perform Human Sacrifices (-3), 
  Obligation [varies]
  Paranoia (2 or 3 pt. Mental Flaw)
  The player character's misery and insecurity stem from 
  persecution and hostility. Paranoids build extensive 
  persecution complexes which manifest in intricate 
  conspiracy theories. These theories explain who 
  torments them and why. Someone who is perceived to be 
  one of or an agent of THEM may suffer violence from 
  the paranoid character.
  Obviously, being paranoid about vampires and 
  other walking dead does not mean your character has 
  this flaw. Only by taking that fear and "kicking it up a 
  notch - BAM" grants it . The new obsession will force 
  the character to sacrifice everything he has and everyone 
  he knows to fight THEM. Any cost of human lives is 
  worth it - the chance to strike against THEM must be 
  taken.
  Paranoids suffer during Social rolls: their 
  difficulty increases by at least one. If your character 
  has Paranoia, he is distrustful of everyone - even his 
  friends. A tiny hint of suspicion provokes a Will check, 
  with difficulties relative to the degree of the behavior. 
  Post-Traumatic Stress Disorder (3 pt. Mental Flaw)
  Your character has gone through a tremendous ordeal, 
  and sometimes flashes back to a scene in the past where 
  something momentous occured. It does not only exist in 
  soldiers - other stressors such as sexual abuse may also 
  create this Mental Flaw.
  It is very likely to affflict characters who witness 
  horrible things or suffer terrible losses. It cases a person 
  to experience the stressor over and over again. The 
  flashback is triggered by a common stimulus. A veteran 
  might relive a firefight when the transformer for his 
  street explode. Someone who was tied to a chair and 
  tortured might flash back if he sits down in a recliner. 
  Singed hair would trigger a person who watched his 
  friend burn to death. 
  If a trigger appears, the sufferer must roll 
  WILL x 2. If he fails to accrue a success level, he recalls 
  the event (the player can spend Luck to avoid the 
  flashback). During this time, he reacts as if the event 
  were happening in real time. A veteran might dive for 
  cover. A torture victim might writhe in agony. While 
  living through the memory, the character cannot do 
  anything to invalidate it, and thus he cannot use an 
  object he has now he didn't have then.
  A flashback lasts for either a few seconds or up 
  to 10 minutes, depending on how traumatic the original 
  event was. If one of your teammates is there, he can try 
  to help you snap out of it. Your character will get one 
  extra WILL roll to snap out of it. 
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  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
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  Physical Disability (Flaw)
  Blind (8): All vision-based skills are at -4. Perception + 
  Alertness + Acute Sense (Hearing) to find others by 
  sound.
  Missing Hand (2): -3 to all rolls involving two hands to 
  manipulate something. Prosthetics can halve these 
  penalties, reducing the flaw cost to 1.
  Missing Leg or Foot (3): Your movement is 1/3rd 
  normal. Combat is at -2. Prosthetics can halve these 
  penalties, reducing the flaw cost to 1.
  Missing Arms (4): You have no arms. You cannot use 
  tools.
  Missing Legs (4): Sans a wheelchair, you must crawl or 
  roll on the ground.
  Quadriplegic (8): Your arms and legs do not work. A 
  motorized wheelchair can be used.
  Plunder (10 pt. demon ability)
  This grants the power to share and steal life energy 
  (Life Points) from other beings. The energy can be used 
  to restore the demon's own Life Points at a 2:1 
  conversion rate. The energy unfortunately cannot be 
  stored for long, and must be used as soon as it is taken. 
  A Plunder attack requires a successful Brawl attack, but 
  can be performed at a distance through tentacles and the 
  like. Once it hits, it steals (demon's WILL + 2) Hit 
  points from the target per success level on the attack 
  roll, and half of those are added to the demon's total. 
  This attack does Lethal damage.
  If the demon is glutted or does not need the life, he can 
  also just "burn" the target with this power and allow the 
  stolen energy to dissipate immediately. Such attacks do 
  WILL + 3 damage instead.
  Demons can use this ability even if they are 
  ''full", metaphysically stuffing themselves and 
  tormenting their prey. This attack will do full damage 
  against the undead, though their life essence is less than 
  palatable and cannot be used by the demon or half-
  demon to regain its lost Life Points. When this attack is 
  being used, the demon's nature manifests itself (hair and 
  eye color changing, fangs extruding, etc.) The nature of 
  the attack changes upon who wields it, and the special 
  effects involved vary as well. Akiha's hair turned red and 
  extended like wispy tentacles towards her opponent, who 
  said he lost "heat" even though he seemed to be burning 
  (continued on the adjacent column).
  In truth the loss of heat caused instant freezing and 
  vaporization, making the tissues look burned. Other 
  characters might manifest this power in other ways. If 
  the character adds an extra Quality point, he can 
  increase the range for this power by one square. He can 
  keep doing so to increase the maximum range of the 
  attack.
  If the demon PC wants to be able to grab a 
  target and keep Plundering it, the ability costs 15 points. 
  As long as the demon is touching the target, the target 
  can still be Plundered. The demon PC still has to roll 
  for an attack to yield success levels and reveal how many 
  Life Points are being removed from the target.
  This stolen life cannot be used to heal beings 
  other than the Plunderer. Such manipulation of life 
  energy is the parlance of the Synchronizers.
  Puppet (3-point Perk)
  Dolls being enchanted to come alive or people turning 
  into inanimate anthropomorphic objects may sound like 
  an odd event, but it can happen. Poor cursed souls can 
  turn into anything from Ventriloquist Dummies to Felt 
  and Foam puppets. This Quality also works for people 
  who find their spirits trapped in small stone statues, 
  Chucky dolls, porcelain dolls, department store 
  mannequins, voodoo dolls, or carven wooden tiki . 
  Basically any inanimate object that has a human shape 
  can use this quality.
  The Puppet quality is in many ways similar to 
  the Robot quality, as both determine their life points 
  normally but do not heal damage on their own like 
  normal creatures. Either an Art and Crafts or Repair 
  roll is required to mend a Puppet after it is damaged. 
  Each success level in an Art and Crafts or Repair +
  
  Intelligence roll restores one Life Point per Constitution 
  level; each repair attempt takes one hour. When a 
  Puppet falls “unconscious” the puppet is inactive until it 
  makes  its own roll to recover consciousness.Puppets can 
  be killed normally if they take enough damage as per 
  normal death checks. If the player wants to play a 
  Puppet that heals, he can take the Regeneration Perk.
  On the brighter side Puppets take damage in a 
  different way then normal folks: bash damage does little 
  to a sock puppet, bullets and knives mean little if your 
  internal organs are made of foam or wood, and even 
  severed limbs (or Noses) can be reattached or sewn back 
  on. As a result Puppets have Reduced Damage (All) 
  Level 1 and Natural Toughness. They’re also Immortal 
  (0), but they're also puppets so it’s a trade off. The tastes 
  and personality of a Living Doll tend to influence its 
  behavior in this regardThe dolls tend to also wear 
  clothes in the same style that their designers saw fit to 
  equip them with. As these dolls do not sweat, nor need 
  to excrete (unless they have eaten something), their 
  clothes last for a long time. It is likely that most of them 
  are also immune to poisons, whether injected, inhaled, 
  or swallowed.
  [lol sleep]
  Small puppets have STR -2 because of their 
  small size, but can take levels of Mega Attribute 
  (Strength) to buy this off. Their small size also makes it 
  harder for them to open doors or climb into chairs on 
  their own. The point value of Puppet can be increased 
  by Unique Kill, Natural Armor, etc. Puppets that have 
  been around for a while have Age. Puppets also have -2 
  Attractiveness, but can offset that buy buying 2 levels of 
  Attractiveness to bring the value to zero. All Puppets are 
  at -1 to Willpower rolls to avoid intense emotion. 
  Experienced Puppets will no doubt have a suite of 
  supernatural powers.
  Puppets can be enchanted with the Create 
  Living Doll spell, detailed below:
      Create Living Doll
      Very Lengthy Ritual (Several Hours) (-2)
      Scope One Target (+1)
      Duration Permanent (+3)
      Difficult Use (-1)
      Conjuring (Severe [Create an Artificial Spirit]) (+2)
      Transforming (Strengthen Base Materials) (+3)
  Create Living Doll is a Level 7 spell unless the 
  caster has an Art (Crafting Dolls) skill of 10 or better, in 
  which case the spell is only Level 4. Transforming a 
  normal creature into a Living Doll is possible, 
     
  but is always level 7. Oh, and
  imprisoning someone within a small 
  doll body? Pretty evil.
  The Living Doll created by the spell is free-
  willed, but if the soul of an evil creature was used to 
  create the doll, or if an evil creature was transformed 
  into a doll, then the resulting doll is guaranteed to be 
  100% evil. Funny, that. 
  Pyrokinesis (3 pt. quality)
  Your character can use his psychic powers to set things 
  on fire. Roll Will + Pyrokinesis levels. Each success 
  level does his Willpower x1 in damage. Thus a person 
  with 7 WILL who rolls 3 successes will do 21 points of 
  Lethal damage.
  Flammable objects only require 3 or fewer 
  points of burning damage to catch fire. Dry wood 
  requires 5 or 6 points. Clothing or wooden furniture 
  requires ten or more points. Synthetic furniture requires 
  20 points. Used on a human, this power does damage 
  and sets his clothes on fire. Once it is on fire, it 
  continues burning unless something exhausts the flames.
  Psychic Visions (1 pt. Quality or 3 pt. Flaw)
  Your character can see the future in visions or dreams. 
  Interpreting the visions may be very difficult. The 
  Storyteller should cloak the dreams in allegory and 
  metaphor. Think Twin Peaks and you're good. If you 
  have no control over this, it only costs 1 point. Having 
  Complementarity is different; look up that power if you 
  have any questions.
  At 3 points, you've supercharged this power, 
  directly linking your mind to the Akashik Records. This 
  is excruciating and when the visions come (which they 
  do with increased regularity), it causes you to collapse 
  for at least four rounds, during which time you cannot 
  do much other than writhe in agony. Humans with this 
  level of the power will eventually die from it.
  Psychometry (4 pt. Quality)
  Your character can sense energies others leave behind 
  when they touch an object. To "read" an object, you'll 
  have to roll Perception + Alertness. The result depends 
  on the roll and the history of the object being touched.
      Successes Result
      1 
  Feels the strongest emotion of the holder in the 
  past (one day or less). Gets a quick glance of the villain 
  (no full-face views) and some passing detail of 
  him/her/it (shoes, perfume, etc.)
      2 
  Can read up to a week before. Visions are more 
  precise, and if they are frightening, require a Fear Test. 
  Reveals hints about the uses or powers of a supernatural 
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  054
  
  item.
      3 
  Can read up to a month before. Can detect 
  more than one wielder /owner. Events of extreme 
  emotional intensity will always be remembered. This 
  could be used to reveal a knife was used to make a 
  human sacrifice 20 or 3000 years ago, but not where it 
  was used or more than a glance at who did it. 
      4 
  Impressions go back one year or less. Visions 
  are granted of every owner of it or those who came in 
  contact. Reveals most of the uses and powers of a 
  supernatural item. Reveals aspects of the user and place, 
  might also grant glimpses of the victim's face and an 
  understanding of why the ritual was carried out.
      5-9 Impressions go back up to 50 years. The visions 
  are very detailed. The visions can be revisited even 
  without the object being present. Clues from beyond 
  that time are also more complete.
      10 
  Covers up to 100 years ago. The visions are as 
  realistic as those scenes on the holodeck in TNG and 
  can be freeze-framed, zoomed, entered, and walked-
  around in. Your Storyteller may only withhold plot-
  destroying info or mystically classified data.
  Quick Learner (3 pt. Perk)
  Your character can learn the basics of a new skill very 
  quickly. As a result the first level of a Skill always costs 
  half the normal amount of XP to purchase. After that, 
  additional levels are purchased at normal cost.
  Rank(variable quality or flaw)
  -1 Rookie Cop, Private
  0 Corporal, Beat Cop
  1 Agent, Sergeant
  2 Detective, Senior Agent, Sergeant First Class
  3 Agent in Charge, Lieutenant
  4 Bureau Chief, Captain
  5 Commissioner, Major
  6 Lt. Colonel
  7 Colonel
  8 Major General
  9 General, Shogun
  When applicable, Rank can give a minus or 
  plus to Social rolls involving that agency. Of course 
  maintaining the Rank requires the Obligation Flaw.
  Rat Head (Supernatural, 4 pt. Perk) -- The demon can 
  squeeze through holes as small as one 1/20th of his 
  circumference. A human-sized demon can fit through 
  holes smaller than a quarter. The effects of the power are 
  good for one slide, but the demon must roll DEX + 
  Athletics to fit through the hole. If he fails, he is stuck.
  Reality Marble (Varies!)
  Using one always requires the expenditure of a Luck 
  point. These innate bounded fields (
   /koyuu 
  kekkai) are the "common sense" of reality and the spirit 
  world that unnatural beings such as demons possess. 
  This is a common ability among the Dead Apostle 
  Ancestors.  As humans became more advanced in the 
  sorcerous arts, they too began able to achieve these. 
  This is a sub-category of the Marble Phantasm 
  type of sorcery, but Reality Marbles far exceed them. 
  Within one of these fields, it is possible to accomplish 
  something unnatural. It is a type of magecraft that 
  comes close to being a real miracle. 
  This type of power does not allow you to 
  accomplish a variety of tricks the way a Marble 
  Phantasm can, instead its only purpose is to express one 
  particular thing that defines the practicioner. It creates a 
  world which follows a set pattern of its own rules, which 
  has limitations on how it functions. Ordinarily, only 
  demons and spirits can make these, but it is possible for 
  one to be created by a powerful mage. The World will 
  react if a mere mortal tries to create one, and in time the 
  mortal-made Reality Marble will crumble beneath the 
  World's crushing grasp. The amount of people capable 
  of realizing a Reality Marble is also few indeed. Dead 
  Apostle Ancestors do not suffer a time limitation when 
  using a Reality Marble.  
  Unless the power is one that only directly affects 
  the user, once activated most Reality Marbles exist for 
   the user's WILL in minutes. Here are some examples 
  of Reality Marbles. 
  A Reality Marble could be used to boost one or 
  more statistics of the user (raises two Statistics by two 
  per success level, or four Attributes by one per success 
  level).  This would be worth 15 points. 
  A Reality Marble could leech out all the 
  ambient Mana of an area, leaving mages and spirits 
  which depend on that Mana to use their abilities shit out 
  of luck. That would be worth 10 points.  
  A Reality Marble could be used to create a 
  mystical forge where any sword, even Noble Phantasms, 
  could be quickly replicated. These would disappear after 
  the Marble collapses.  This would be worth 20 points. 
  A Reality Marble could whistle up an entire 
  army of soldiers ready to do what the caster wants. That 
  would be worth 40 points. 
  A Reality Marble could be used to conjure up a 
  horde of demonic beings which would go after 
  whomever the caster wants.  That would be worth 40 
  points. Remember that while a Reality Marble can not
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  054
  
  do anything and everything. This is a specific power, not a 
  magical Swiss Army Knife. The effects and title of the 
  Reality Marble must be defined when it is chosen. 
  Whenever a limited
  When used by a powerful demon or Dead 
  Apostle Ancestor, the effects of Marble Phantasms are 
  more long-term. The following are some sample DAA 
  Reality Marbles that should not ever be selected by 
  players. No point value is given for them.
  Nrvnqsr Chaos, the Beast of the Apocalypse, 
  defined his Reality Marble (Lair of the Beast King) as his 
  own body, where he kept all 665 of his familiars (his 
  main body counted as one for reckoning the number of 
  the Beast). His Reality Marble also allowed him to send 
  out his menagerie, re-summon  a slain familiar,  and 
  regenerate damage almost instantaneously, making him 
  impossible for any mere mortal to triumph against. The 
  only way to permanently kill him was to defeat his 
  hidden point of origin which linked the life force of his 
  main body and all his familiars. Lair of the Beast King is 
  an example of a permanent Reality Marble.  
  Michael Roa Valdamjong, the Serpent of 
  Akasha, used his Reality Marble (Overload) to amplify 
  the effects of all his spells with his special Square talent, 
  which gave them the capacity to cause EX Class damage 
  (220 points). It wasn't active all the time, but woe to his 
  opponents if he uses Overload against them. 
  Zepia Eltnam Oberon, the Night of Wallachia, 
  possessed a unique temporary Reality Marble called 
  Night of the Blood Liar. Casting this first required an area 
  to first suffer an influx of disturbing rumors (unfounded 
  assumptions, urban legends,  fright stories, etc). Once 
  this condition was met, Zepia could manifest himself 
  and use the Night to  manifest as a horrifying illusory 
  reality which would spread across an entire city. The 
  junk data of this illusory reality is of such a magnitude 
  that it can even suck the blood across an entire city. 
    While Night of the Blood Liar was in effect, victims 
  faced their own inner fears. While many of these were 
  illusions without substance (similar to how you might 
  "perceive" a bag of garbage as a human body out of the 
  corner of your eye after you watch a horror movie), 
  during the Night he also was able to create Tatari, fully 
  real copies of people with their worst traits amplified 
  which shared Zepia's love of violence and murder. 
  Examples of these Tatari included an evil Arcueid 
  (Warcueid) who had succumbed to her bloodlust, the 
  psychotic assassin side of Tohno Shiki, a merciless 
  "Executioner" Ciel, and the memory of Nrvnqsr Chaos. 
  These Tatari also had all of the Statistics, Perks, and 
  Flaws of their originals. 
  Reduced Damage [Improved Soak] (supernatural, 
  variable cost)
  This helps to reduce the damage your character takes 
  from exterior forces.
  It has three levels. The first level reduces incoming 
  damage to 1/2. The second level reduces incoming 
  damage to 1/5. The third and final level reduces damage 
  to 1/10.
  At least one point of damage is always caused, 
  no matter what the reductions are.
  The final cost of the trait depends on what is blocked:
  Everything: 5, 25, or 50 points.
  Specific Attacks: Examples include only magic, attacks 
  that do Bashing damage, etc. 3, 10, or 20 points. 
  Limited: This only protects against very specific attacks 
  such as bullets, falling damage, etc. 1, 5, or 10 points.
  Regeneration (1, 3, or 6 pt. supernatural Perk)
  Your character heals quickly. The amount of Life Points 
  you heal every interval is equal to your CON. For 1 
  point, you heal every hour. 
  For 3, you heal every minute. 
  For 6, you heal every round. 
  Regeneration does allow the regrowth of limbs.
  Reinforcement (10)
  This allows the caster to thoroughly analyze an 
  object just by touching it, gathering an understanding
  of its composition and any damage to it.
  He could then use the power to know what to replace or 
  mend if the object was broken. Each success level made 
  with a Reinforcement check (PER + Occultism) gives 
  a +2 to any Repair or Craft rolls intended to fix the 
  item.
  He could also strengthen an item, granting it 4 
  extra points of armor and 4 extra Life Points per Success 
  Level on his INT + Occultism. A blade could be 
  sharpened, giving it the ability to cause extra damage 
  equal to the Reinforcement success levels. 
  Reinforcement can also be used to
  temporarily strengthen a particular aspect of a living 
  being, such as their Movement or Senses. In this case, 
  half of the success levels of a Reinforcement check 
  become levels of Movement or quality points for Acute 
  Senses. Another example would be when Illya tied him 
  up and confined him: Shiro attempted to reinforce his 
  arms (boosting his STR) to escape the bonds. These 
  modifications last for the Reinforcer's WILL + Success 
  Levels in minutes. After this, the being or item reverts 
  to its natural state.
  Tracing is the more advanced form of this
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  056
  
  power. With it, you could reshape a wooden branch into 
  a sword, pick up a twig and reshape it into an arrow, or 
  even create something out of thin air. Tracing requires a 
  substantial amount of Mana and WILL to set up, and 
  replication is usually limited by the raw materials 
  available in the environment. (Mana cost depends on 
  what is being copied. Ordinary objects are about 8 MP 
  to whip up, but add +4 to that figure for each grade of 
  Noble Phantasm (E-Rank NPs are 12 to conjure up, D-
  Rank are 16, etc.,) and figure  1/4th that +2 per round 
  to maintain their existence). This replicated object 
  suffers from degradation, requiring the Mana 
  replenishment to continue existing.
  Emiya's talent with this is considerable, though. 
  He does not need raw materials to create an object, nor 
  does he need to supply Mana to maintain the object. 
  Shiro learned that he could replicate any object as long 
  as it was a sword or other bladed weapon. By simply 
  visualizing the weapon, Shiro can recreate it. This was 
  vital to his overcoming Berserker, and in order to do so, 
  he recreated Caliburn after seeing it in a dream.
  This is a vital power which one must have to use 
  the Reality Marble known as Unlimited Blade Works. 
  UBW. Shiro's Reality Marble provides him with a 
  world where all the components needed to facilitate 
  tracing exist, allowing the recreation of any object Shiro 
  has ever seen. In contrast to normal tracing, he can 
  create objects from nothing, without having to modify 
  an existing element. All of his virtual objects are at one 
  quality rank below the original object. Thus Copy-
  Caliburn is one rank below Caliburn
  for determining damage.
  Players need Magic Circuit 5 to safely use this 
  spell/ability. If they don't have that, every Magic Circuit 
  rank below 5 causes them to take 1D6+1 Lethal (yes, 
  mod the damage like ordinary Lethal damage) from 
  overpowering their frame.
  NOTE: Shiro has Tracing and Reinforcement as 
  abilities, not as spells. 
  If taken as a spell, Reinforcing an Item is a quick-cast 
  (+2), noticeable scope (+1), long duration [one hour 
  per success level]  (+1), Major manipulation (+3) 
  spell, making it Power Level 7. If cast on an item such 
  as  a blade, the edge could be sharpened, giving it the 
  ability to cause extra damage equal to the Reinforcement 
  success levels.
  If taken as a spell, Reinforcing a person to boost 
  their Primary or Derived Statistics is a quick-cast (+2), 
  noticeable scope (+1), medium duration  [one minute 
  per success level] (+0), major effect
  [boosts one statistic or derived statistic by two per 
  success level] (+3), making it power level 6.
   requiring  Mana replenishment to continue existing. 
  Tracing requires a substantial amount of Mana and 
  WILL to set up, and replication is usually limited by 
  the raw materials available in the environment. (Mana 
  cost is equal to half the life points of the desired item to 
  create it, and 1/4th that +2 per round to maintain it).
  Players need Magic Circuit 5 to safely use this 
  spell/ability. If they don't have that, every Magic Circuit 
  rank below 5 causes them to take 1D6+1 Lethal (yes, 
  mod the damage like ordinary Lethal damage) from 
  overpowering their frame.
  If taken as a spell, Tracing is a spell that can be 
  cast in a couple minutes (+1), has a severe scope (+2), 
  lasts a medium duration (+0), and has an Awesome 
  scope (+5). Storytellers can feel free to require a 
  substantial amount of Mana and WILL to set it up, and 
  replication is usually limited by the raw materials 
  available in the environment. (Mana cost is equal to half 
  the life points of the desired item to create it, and 1/4th 
  that +2 per round to maintain it). This replicated object 
  suffers from degradation, requiring the Mana 
  replenishment to continue existing. Tracing is 
  considered ineffective by the Mage's Association 
  because of how much energy it requires. 
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
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  Rejuvenation (1 point per level, Supernatural)
  Rejuvenation may only be activated during an intense 
  period, such as during combat or immediately 
  afterward. Taking damage will negate the Rejuvenation 
  attempt, but it may be re-attempted the following round. 
  Rejuvenation only heals Life Points up to the characters' 
  normal amount. Rejuvenation cannot be used more than 
  once per battle. Being able to use Rejuvenation on 
  someone else increases the Quality cost by two points, 
  but that variation of the power can only be used once per 
  day on the same subject. If used on the undead, it causes 
  damage instead of healing it. 
  Level 1 - Heals 12 Life Points.
  Level 2 - Heals 20 Life Points.
  Level 3 - Heals 30 Life Points.
  Level 4 - Heals 40 Life Points.
  Level 5 - Heals 50 Life Points.
  Level 6 - Heals 80 Life Points.
  Recurring Nightmares (1 pt. Flaw)
  Every night your Storyteller will have you check to see if 
  you suffer nightmares that night. On any night you 
  cannot sleep, you suffer -1 to all rolls the next day 
  because of exhaustion.
  Resistance (1 pt. per level)
  NOTE: Magical resistsance stacks with any modifiers 
  from the subject's Magic Circuit rank. 
  Magickal: Subtract your level from all spells and 
  psychic powers that target you.
  Pain: Adds to WILL + CON rolls to stay conscious. 
  Reduces penalties caused by wounds.
  Poison and Disease: Add your levels to any CON rolls 
  against poison and disease.
  Powers: you resist the mystic attacks of demons. Add 
  your resistance level to any attempt to resist being 
  controlled or dominated through supernatural means, 
  including Bela Lugosian hypnosis.
  Resources (Perk or Flaw)
  Depending on the amount of money and materials 
  available to you, you
  will get back or have to spend Quality 
  Points/Experience Points.
      Destitute (-10): You have 1D10 dollars, the clothes 
  on your back, and a shopping cart. You earn 1D10 
  dollars a month.
      Miserable (-8): You have 8D10 + 4D6 dollars. You 
  are homeless. You earn
      8D10 + 4D6 dollars a month.
      Poor (-6) : You own $500 in property and live in low-
  income housing. You earn $500 a month, or whatever 
  you get from welfare.
      Hurting (-4): You live in a small apartment and make 
  $1000 a month before taxes. You own $1,000 in property.
      Below Average (-2): $5,000 in property (including a 
  used car), an apartment, and pre-tax income of $1,500 a 
  month.
      Okay (0): $15,000 in personal property, and you earn 
  $2,500 a month before taxes.'
      Middle Class (+2): $50,000 in property (a 
  mortgaged house, a new car), and income of $5,000 a 
  month before taxes.
      Well-Off (+4): $300,000 in property, pre-tax 
  monthly income of $10,000 a month.
      Wealthy (+6): $700,000 in property, pre-tax income 
  of $40,000 a month.
      Stinkin' Rich (+8): $2,000,000 in property. $50,000 
  a month in income.
      Ye Gads (+10): $5,000,000 in property. $200,000 a 
  month in income.
      Additional Levels add $5,000,000 in property and 
  $200,000 a month in income.
  Resurrection (35 points, Supernatural, +2 Quality 
  points for bonuses to the roll)
  You can bring someone back from the dead. You must 
  roll INT + PER + Occultism and accumulate a
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   number of successes on your roll equal to the following 
  formula: 1 success for every day they have been dead + 
  1 success for every -10 Life Points below zero. If the 
  character is unable to match or exceed the number of 
  successes, he will never again be able to raise that 
  person. If the character rolls a critical fumble, the end 
  result is an evil undead being. 
  This power is dangerous to use. The user must 
  have at least a Magic Circuit rating of 6. If the character 
  does not, each success on the roll removes 6 Life Points 
  from his body (this is Lethal damage).
  Self-Mutilation (2 pt. Mental Flaw)
  Your character feels he must suffer, so he inflicts it on 
  himself in order to keep going. Perhaps he punishes 
  himself for not doing enough before when it counted. 
  Whenever he's alone, he inflicts pain on himself. This is 
  usually mild, such as snapping rubber bands against his 
  skin or biting his nails. As things grow seriouser, he may 
  decide to burn himself with cigarettes, cut himself with 
  razors and knives, and many other things. Your 
  character may begin a scenario with Bashing or Lethal 
  damage.
  If you take this Flaw, you and the Storyteller 
  must decide upon what events would cause extreme 
  mutilation. Common triggers might include innocent 
  people suffering, teammates being killed, etc. You can 
  spend Luck to avoid hurting yourself for a scene, but 
  the craving will return later on. Those around you are 
  eventually going to notice.
  Schizophrenia (4 pt. Mental Flaw)
  The character's unresolvable feelings and conflicting 
  impulses may lead him to develop Schizophrenia, which 
  manifests as hallucinations, violent changes in behavior, 
  and a withdrawal from reality. This is the classic sort of 
  madness, causing victims to talk to lamps or receive 
  murderous instructions from their dogs. A player 
  character who tells everything he knows to an 
  unbelieving authority figure may be diagnosed as 
  schizophrenic. Player characters may have a hard time 
  recognizing Schizophrenics, as they see walking evil and 
  recognize a reality that's very different from the 
  mainstream perception of it.
  Roleplaying this behavior is tricky because the 
  player must first devise a series of behavior relevant to 
  the trauma which originated the condition. Bizarre 
  behavior, hallucinations, and disembodied voices stem 
  from terrible inner conflict which is impossible for the 
  character to resolve. First establish what the conflict is, 
  then rationalize what
  behavior it causes.
  Secret (1-3 pt. flaw)
  What happens if others find out?
      1: damage to your reputation and loss of job.
      2: arrest and deportation.
      3: you'll lose life and limb. 
  If people find out what the Secret is, this Flaw is 
  replaced by a Flaw or arrangement of Flaws equal in 
  total point value to the secret. 
  Selective Amnesia (2-3 pt. Mental Flaw)
  The mind of this character chose to react to trauma by 
  compartmentalizing it. This was done so thoroughly the 
  conscious mind isn't aware the event happened. This is 
  often done in order to protect the sanity and optomism 
  of hte original personality. By forgetting the pain, they 
  are able to go on. Such amnesiacs will not remember the 
  events unless forced to do so, and will gloss over the 
  memory gap.
  He might think he went on a picnic when he 
  was being tortured, for example. Only direct physical 
  evidence or the testimony of trusted friends will force 
  him to acknowledge that moment, and even then he 
  cannot remember it fully - causing him to want to 
  distrust his friends and discount the evidence. 
  Any trauma powerful enough to create this 
  Flaw is significant. The side effects of the Amnesia can 
  be severe as the mind trips over details and reminders. 
  Innocuous things associated with the event,
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  such as the part of town where the attack occured, the 
  music in the club,
  etc. may cause panic attacks and nausea. If exposed to 
  these stimuli, the Amensiac suffers a -2 penalty to all 
  actions. He can spend a Luck point to deactivate the 
  Flaw for ten minutes.
  It is possible for the memories to be unlocked, 
  but this is not without risk and the requisite amount of 
  psychotherapy. If the memories suddenly re-emerge, the 
  character may become so upset that he commits suicide.
  Servant or Epic Hero (Variable Point Quality)
  Summoning a particular Servant is a very difficult task.
  " Let me ask you something: do you believe you could defeat 
  your own Servant? They are supremely powerful. Even other 
  Servants have trouble defeating them, so their Masters go 
  without saying."
      -Tohsaka Rin
  Servants/Epic Heroes were originally champions 
  selected by the Throne of Heroes, a special location which 
  exists outside the circle of transmigration. In this 
  location the souls of heroes "reside". Within the Throne, 
  they have knowledge of every other Servant/Epic Hero, 
  thus if they are summoned to a Grail War, they'll 
  recognize another one as "Caster", "Archer", etc. 
  Though there have been other Holy Grails, 
  there has only been one series of Grail Wars when 
  Servants were summoned, and those were the Fuyuki 
  Grail Wars, the Heavens' Feels. Therefore there are no 
  other oppportunities for Servants to be summoned into 
  a Grail War, regardless of the setting. Servants are 
  transcendent beings, with statistics and capacities far 
  above those of mortal men. Yet they are simultaneously 
  crippled, for they are dependent on a mortal magus, 
  termed a "Master", who can supply them the Mana they 
  need to continue existing in our reality once they 
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  060
  
  are summoned to our plane. The Grail itself dictates the 
  terms; officially there are only seven Classes of Servants 
  that can be summoned. Please remember the gigantic 
  difference in scale between a mortal and a Servant when 
  planning out their statistics (take stats and skills at Epic 
  level!). Servants will have at least level five in  HTK , 
  and some levels of Damn Healthy. They must have a 
  Magic Circuit rank of at least 3. As Servants are quick 
  healing, they often have Regeneration and/or 
  Rejuvenation. Servants are like a bank account for 
  Mana, and while they can store infinite amounts, if their 
  Mana hits zero they will vanish until they can be 
  summoned again in the next Heaven's Feel. All Servants 
  take only 1/10th normal damage from unenchanted 
  sources and then heal that damage at CON Life Points 
  per round. Servants may take over 20 levels of Extra 
  Energy to power their Abilities and Phantasms. Many 
  of them seem capable to survive lots of damage, which 
  comes in the form of Natural Armor and Damage 
  Resistance. Their Class abilities will be defined in the 
  [x] section of the book. 
  Saber, the knight. They possess the Class ability Magic 
  Resistance. They have good strength and decent overall 
  stats and often use a sword. Sabers can pilot or ride 
  almost anything.
  Berserker, the insane soldier. Has the Class quality 
   Mad Enhancement. Known for their superb defense, and 
   overwhelming strength.  Berserkers will not stop 
  fighting, and in order to be eligible for this Class, they 
  must have gone mad during their lifetime at least once. 
  They are specialized in destruction through rage. There 
  are no stat requirements. Materializing Berserkers is 
  expensive in terms of Mana cost. Berserkers are difficult 
  to control and may even end up killing their 
  summoners. 
  Caster, the mage. Possesses the Class quality  Territory 
  Creation which allows them to make a powerful magical 
  laboratory.  They also have  Fantastic Magic Circuit 
  ranks and are capable of powerful sorcery and true 
  miracles. They also have terrible physical stats.
  Assassin, the hunter. While the Assassin class has 
  difficulty fighting the other Servant Classes, they are 
  specialized in eliminating the Masters who control the 
  other Servants. They have the class ability  Presence 
  Concealment,  and have other abilities such as stealth and 
  great senses. Unlike the other Classes, they are  always 
  the same hero, Hassan-I-Sabah, although Assassin can
  split into separate bodies which share a group 
  consciousness, though each body must talk to the others 
  to pool their knowledge.  Each has a different Zabaniya 
  [Assassination] Noble Phantasm technique. Each body 
  of Assassin wears the same skull mask, beneath which 
  they have no face. The Assassin summoned in Heavens' 
  Feel 5 was a fluke, as he was summoned by Caster, and 
  he had the form of Sasaki Koujirou, a fictional rival of 
  Miyamato Musashi. Had the Grail not been 
  malfunctioning, this false Assassin would never have 
  appeared and a Caster Servant would not have been able 
  to conjure up another Servant. 
  Lancer, the spearman. Lancers are known for their 
  incredible agility and outstanding battle skill.
  Archer, the ranged fighter. Archers possess the Class 
  ability  Independent Action which allows them to act 
  without the assistance (or consent!) of their Master. 
  They specialize in ranged attacks, have supernatural 
  senses including clairvoyance, and while they may have 
  average to low stats they possess excellent skills and 
  powerful Noble Phantasms.
  Rider: the fleet-of-foot soldier.  Has incredible mobility 
  and speed. They need a mount of legendary quality. 
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  061
  Assassin's many bodies.
  
  They have wildly varying skills. Rider is a Servant Class 
  whose candidate must have stats no less than standard, 
  excluding Will and Magic Circuit, to qualify. The 
  Riders of the Heavens' Feel 4 and 5 also had powerful 
  and unique Noble Phantasms.
  Avenger: The 8th Servant Class. Not playable.
  Servants often show up with Noble Phantasms.
  "... Hey, Rider, Servants usually have just one Noble 
  Phantasm, right?"
  "Generally, yes. Sometimes, there are heroic spirits who 
  managed to get two or three. I myself, for example, meet that 
  description."
  That's right, the night he arrived in the present world, Rider 
  showed Waver a Noble Phantasm and said it wasn't his only 
  trump card.
  "Eh, there's no sense in considering the number of Noble 
  Phantasms. As you must know, Noble Phantasms are the 
  crystallization of the historical facts and anecdotes that made 
  the heroic spirit famous, but that doesn't have to be a weapon; 
  it can be a specific ability or a unique mean of attacking." - 
  Nitro+ and Kinoku Nasu, Fate/Zero, Act 2 Part 4
  Noble Phantasms are relics which have become the stuff 
  of legend over the years. They have existed for centuries 
  and are quite capable of standing up against magic. If a 
  Noble Phantasm is in the form of a weapon, it adds 
  extra damage to damage rolls if the person uses it as a 
  normal melee weapon. Noble Phantasms also tend to 
  damage mundane weapons and armor when they are 
  matched in contact with them. People who watched the 
  Fate Stay Night anime will remember that after parrying 
  Lancer's spear a few times with magically-reinforced 
  sheet metal, Emiya's makeshift club was torn into 
  glittering dust.
  Weapon-type Noble Phantasms are in the form of 
  swords, bows, and lances. Noble Phantasms are always 
  able to cut ghosts as if they were materialized.
  A Rank D Noble Phantasm adds (user's STR x 
  0.5) to the normal amount of damage rolled and adds 
  +1 to the user's chance to hit with it.
  A Rank C Noble Phantasm adds (user's STR x 
  1) to damage rolls and adds +2 to his chance to the 
  user's chance to hit with it. 
  A Rank B Noble Phantasm adds (user's STR x 
  2) to damage rolls and adds +4 to the user's chance to 
  hit with it. 
                  
  A Rank A Noble Phantasm adds 
  (user's STR x 4) to damage rolls and adds +6 its user's 
   chance to hit with it. 
  A Rank EX Noble Phantasm adds (user's STR 
  x 6) to damage rolls and adds + 8 to the user's chance 
  to hit with it. 
  Each "+" adds another (STR x 0.5) to the 
  damage rolled for the weapon but does not add any 
  bonuses to hit with the weapon. 
  Noble Phantasms also take the form of Support Items 
  such as magical crowns, spellbooks, scepters, and rings. 
  If these are designed to directly augment the user, these 
  support items can provide bonuses to the holder's 
  statistics in an amount equal to the equivalent NP 
  weapon's bonus  to hit. If it is an item designed to be 
  used in conjunction with a skill, it can also provide 
  automatic successes if used with that skill. Rank EX 
  items give 4 automatic successes, Rank A items give 
  three automatic successes, Rank B items give two 
  automatic successes, Rank C items give one automatic 
  success, and Rank D and Rank E items give no 
  automatic successes. 
  As an  example, the Caster in Heavens' Feel 4 had an 
  Rank A+ Noble Phantasm, Prelati's Spellbook (The Text 
  of the Spiralled Sunken Citadel) [aka The R'lyeh Text]. 
  Caster used this as a tool to summon beings from 
  another reality which did not conform to our physical 
  laws. Whenever he used that to bring over Those Who 
  Should Not Exist, he accrued three automatic successes 
  to his summoning and control tests before his player 
  even picked up a D10. 
  There are other kinds of Noble Phantasms which are 
  simply nifty things the Servant or a NP Item can do. 
  These are usually attacks, restorative, or defensive 
  projections, and they are supremely powerful.  These 
  always cost 1 Luck point per use. Adding a + to a Rank 
  for an attack would make it cause or block an additional 
  25 points of damage. Some examples of Noble 
  Phantasms last a while, so they require Mana each 
  round to maintain. Double the listed cost to fire a blast, 
  but keep the listed cost for maintaining the energy. Rank 
  C costs 5 Mana to maintain, Rank B costs 10, Rank A 
  15, Rank E and EX cost 20.
  Let's assume that a Rank C attack would do about 50 
  points of damage and cost 25 Mana points.
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  062
  
  Rank B would do about 100 points of damage for 50 
  Mana points.
  Rank A would cause or block 150 points for 100 Mana.
  Rank E and EX attacks do 220 points of damage for a 
  whopping 110 Mana. 
  If the Noble Phantasm is Anti-Unit, it targets one 
  thing. If it is Anti-Army, its area of effect is the Servant's 
  WILL x10 in yards. This area is doubled per level of 
  Epic Will the Servant has or per plus the attack has.  If 
  it is Anti-Planet, its area of effect is the Servant's WILL 
  x 20 in yards. This area is doubled per level of Epic 
  Will the Servant has or per plus the attack has. 
  Let's take a look at their stats. Unlike human beings, the 
  average physical statistic for a Servant is quite high. 
  Here's how to convert from their shorthand in the 
  games/books to Unisystem. 
  END becomes CON.
  AGL becomes DEX.
  LUCK becomes WILL.
  INT is a matter of conjecture for the GM. Careful, 
  plotting characters will have at least INT 4, and may go 
  up to 8 in that stat.
  PER is also a matter of guesswork, although some 
  guesswork can be done from the anime.
  Appearance is again a matter of personal 
  opinion, though the appearance of these beings is 
  usually taken to extremes (awesomely beautiful or 
  hideously ugly).
  Rank/Equivalent Unisystem Characteristic Score
  E = 4
  D = 6
  C = 8
  B = 12
  A = 15
  A+ = 18
  A++ = 21
  EX = 25
  If the Servant is noted for having god-like attributes, 
  add another +2 to the stat and a level of Epic Attribute 
  to it. 
  To sum up, the notes on determining a Servant's 
  actual cost to play will appear in the Storyteller's section 
  later on. It will probably cost all the Quality points the 
  player has and then some.  Certain factors, such as the 
  quality of the summoning and the proficiency and 
  personality of the mage will affect the summoning of the 
  Servant. A weak summoner might weaken a Servant or
                       just attract a weak servant. A serial killer 
  who performed the summoning might attract a truly 
  twisted soul.  The act of summoning a Servant itself is 
  aided by the Holy Grail, meaning the traditional 
  summoning act for a Servant is largely bells and 
  whistles. What is most important in the rite is having the 
  proper artifact to attract the attention of the appropriate 
  Servant. Thus to attract Hercules as her Berserker Illya 
  took a piece of one of his temples from Greece and used 
  it to call him. If the magician has no artifact then he can 
  trust in fate to help him find the optimum Servant.  
  Any Servant can be summoned, but only the 
  Berserker and the Assassin Servants must intentionally 
  be selected by the Grail's petitioner.  Trying to summon 
  a Servant without the assistance of the Holy Grail would 
  would cost hundreds of Mana points - and the mage 
  would have no Command Seal, so the magician would 
  have to form a contract with the Servant as if it were a 
   mere familiar. For starters, keeping the Servant as a 
  familiar would require keeping it supplied in Mana, 
  which is no easy task. One must also bear  in mind that 
  Servants are Epic Heroes like the King of Conquerors 
  Iskandar or the King of Heroes Gilgamesh.  Do you 
  really want to have a proud, ancient, and supernal being 
  like that around you if you are going to treat it like a 
  common gofer? How do you think they might feel about 
  being ordered around by some pimply-faced Harry 
  Potter wannabe? Is that a scenario that will be long-
  lasting and lead to happy feelings all around?
  Yeah, I thought not. 
  Servants can be built with the amount of points 
  available to the character during character generation. 
  Players can take levels in Divinity: Epic Attribute and 
  Divinity: Epic Skill if they will play one. Noble 
  Phantasms are Level 5 or Level 6 Fresh Gear items, but 
  each rank adds another +2 to the quality point cost for 
  the item. Thus a D rank weapon or support item Noble 
  Phantasm is eight quality points. Noble Phantasm 
  attacks or defensive moves cost 4 quality points per 
  Rank level (thus a Rank C attack would be eight 
  Quality points). If the player has his heart set on playing 
  a Servant from the game, book, or show, and you the 
  Storyteller are cool with it,  just charge him an even fifty 
  Quality points (dock his XP until he pays it off). 
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  063
  
  Severe Dysmenorrheic Psychosis (2 pt. Physical Flaw)
  This disorder has been known to manifest in female 
  characters with a Bloodline. During their menstrual 
  cycle, they suffer from severe cramps and phases of 
  extreme depression and paranoid delusions until their 
  period has ended. If they fail a CON x2 Test, they 
  become hysterical, convinced they are going to die. They 
  also lose two points of Luck until their period has ended.
  Shadow Snap (4 point Supernatural Perk)
  If you can impale the shadow of a target with a blade (a 
  called shot at -3 or -4), you can pin that person in place 
  (his Movement would be reduced to zero). Holding a 
  bright light near the shadow or using a flashbulb against 
  it would shift the shadow's position, freeing the person. 
  Removing the blade would also do it. The pinned 
  character can still use firearm attacks or sorcery, and 
  could produce a light from his own person to use against 
  the Shadow Snap. Some Mages can manipulate their 
  own shadow to hold down the shadow cast by their 
  target; this requires them to use DEX + Occultism 
  against the other character's DEX + Dodge. The range 
  for this a shadow attack Shadow Snap is the creature's 
  WILL x 2 in yards. 
  Slow Mana Recovery (2 point Mystical Flaw)
  Your character does not regenerate Mana every hour; 
  instead he generates 4 points per day. As a result, if your 
  pc's Mana reserves become critically low it is vital that 
  he avoid action for a few days. 
  Soft-Hearted (1 pt. Mental Flaw)
  Your character is nice and naive, and believes that other 
  people are basically good. Alternately, he might be one 
  of the most vocal grouches but he possesses a gruff but 
  kind personality. Reluctantly kind actions are 
  appropriate for the others. Social rolls to appeal to your 
  good nature are at a +2 bonus.
  Spider-Climb (4 pt. Perk, Supernatural)
  You can run up sheer vertical surfaces at your full 
  Movement, or can crawl upside down on ceilings at 1/4 
  your Move. Combined with Megaleap and Immunity to 
  Falling, you've got all you need to run up the side of a 
  building while simulataneously engaging in a high-
  pitched swordfight. 
  Spiritual (3 pt. Perk)
  Your character strongly believes in his religious doctrine. 
  This belief gives him comfort and strength in trying 
  times. When you are in a severely challenging situation, 
  and are tested, you may roll WILL + Conviction. 
  Every two successes you roll (or fraction thereof) give 
  you a temporary point of Luck that you must use in the 
  next ten minutes. After that time the temporary Luck is 
  gone. These point(s) must be spent in ways that support 
  and affirm your religious philosophy. Below are some 
  suggestions:
  - lifting a car off of someone
  - driving away a vampire from its victim
  - leaping in front of someone to take a bullet for them
  If you use this gift inappropriately, you run the risk of 
  angering The Folks Upstairs - and they'll react by 
  shutting down this Perk and/or permanently reducing 
  your Luck Pool. This Perk only works once per game 
  session.
  Supernatural Attack
  If the user wants to use this as a melee attack, the range 
  can be extended by one square if the player tacks on an 
  additional quality point (telescopic Brawl ftw). If the 
  attack is very strange, it may make sense to create a new 
  skill for using it instead of Brawl or Firearms. Ranged 
  attacks go as far as a pistol, increasing the range to that 
  of  a rifle causes half damage.
      Minor: (D6x5)+ 3 damage. 4 points for melee , 8 
  points for ranged attacks.
      Major: (D6x8) + 4 damage. 7 points for melee, 12 
  for ranged attacks.
      Deadly: (D8x10)+ 4 damage. 15 points for melee, 
  20 for ranged attacks.
      Massive Damage: (D8 x10) + 50 damage. 35 
  points for melee, 40 for ranged attacks. 
  If you want your Supernatural attack to 
  continue to do damage after it hits (acid, fire, ice, toxic 
  waste, etc.), it costs another 6 points and causes half the 
  damage listed, but it inflicts that same damage again 
  each round until it is removed. If this Supernatural 
  Attack is something that can be boosted, it costs an 
  additional 2 quality points to get and you have the 
  option of sacrificing Luck when you use the attack. 
  Each Luck point your burn after you fire it will cause it 
  to inflict an additional 25 points of damage. 
  Supernatural Form (1 or 2 pt. Phsycial Flaw)
  Your character is not human and has a negative 
  Appearance score. He might even cause Fear checks 
  (Attractiveness -2). You can buy positive appearance to 
  help counteract the problem of having your supernatural 
  side always up front. This is the 2 point flavor of this 
  Flaw. If you have Dual Shape, you can toggle back and 
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  064
  
  forth between a human form and your supernatural one. 
  This lowers the cost to one point unless your statistics 
  and powers are diminished or knocked offline by 
  switching to human mode.
  Supernatural Senses (variable supernatural quality)
  By sight, smell, or sound, you are able to detect things 
  about the subject that other observers cannot. 
  Perception + Alertness rolls are required to "sense the 
  auras", get a "feel" about a place, etc. Sometimes the 
  input is overwhelming and can't be overlooked. Caren 
  Ortensia had this talent in Fate Hollow Ataraxia.
  Basic: 1 point. You can determine a subject's basic 
  nature (mage, vampire, demon).
  Empathy: 2 points. You can tell what someone is feeling. 
  With Strong feelings or a great Perception roll, you 
  learn exactly what the target is feeling.
  Enhanced Senses : 3 points for each sense. You can track 
  by scent or hear whispered coversations up to 100 feet 
  away. You must have the Acute Sense quality to use a 
  sense in this way. Your Perception must also be at least 5. 
  It also doubles the bonuses of Acute Senses for skill 
  tests, but most of the time these won't be needed.
  Fortune Telling: 5 points. You can see the past and future 
  of someone by looking at them. It can work like 
  Psychometry (but for the future!)
  Insight: 5 points. You can see detailed info (including 
  Qualities and Drawbacks and their innermost emotions) 
  by looking at someone. You can see possessing entities 
  or other spiritual abnormalities. You can also use it to 
  lock onto the spiritual energy signature of a particular 
  being and track it.
  The Sight: 3 points. You can see magic and traces of 
  supernatural power. You can tell if someone is chargin' 
  their lazer (getting ready to cast a spell or use a 
  supernatural gift). You can see if an item is magical..If 
  you take a minute to look at someone and make 3 
  successes on a Perception + Investigation test, you'll tell 
  if the person is a normal human or if he is a psychic, 
  vampire, demon, or something else. You can't see an 
  unmaterialized ghost, but you will see something in the 
  vicinity. With enough Success Levels, you can tell if 
  someone is possessed.
                               Synchronizer (2 pt. Perk)
  You are able to heal and give life energy to other beings. 
  The easiest way for you to do this is through intimate 
  physical contact (fluid exchange through sex) or by 
  donating some blood to them. To simulate this, the 
  synchronizer may heal his targets injuries by sacrificing 
  his own life energy (Life Points), healing the other 
  person at a 1:1 exchange rate. This can even heal Lethal 
  and Aggravated damage. The synchronizer can also 
  help to calm down their unquiet minds, and if he gives 
  the person regular sessions the patient will have a bonus 
  to any saves vs Inversion Impulse and other mental 
  disorders. A patient attending regular sessions can also 
  use XP to buy off health and mental illness-related 
  Flaws. It is also possible for the Synchronizer to secretly 
  afflict the patient by worsening his Flaws, making their 
  condition worse.
  Synchronization can even bring a person back 
  from near death or allow them a temporary respite from 
  terminal illnesses. It works best if the Synchronizer is of 
  the opposite gender to the person treated. If they are of 
  the same gender, than the only way for the Synchronizer 
  to heal the other person is through blood transfers, 
  which are inefficient (3:1 exchange rate). Note that not 
  all conditions are treatable; those with high 
  concentrations of demon blood and Inversion Impulse 
  at 3 may find that their degenerative disorder is not 
  arrested, only slowed down.
  Suppress Imperfection (6 pt. or 12 pt. Perk, FSN)
  This Perk cannot be taken by someone without the 
  Tracing Perk or a Science (Alchemy) equal to 7 or 
  better. With it, a subject can be enhanced, leading to 
  either the suppression of a Flaw or boosted 
  characteristics. The character must first determine what 
  he wants to suppress or enhance and then roll for the 
  appropriate perk or skill. The successes rolled equal the 
  equivalent points in Flaw or bonus value given to a 
  characteristic. The effects last for the caster's skill level 
  in days (for suppressing a Flaw) or minutes (for 
  boosting a characteristic). Naturally only Physical Flaws 
  can be suppressed - "Mein fuhrer, I can valk!", but 
  Mental, Financial, and Social ones cannot.
  If the character took the 12 point flavor of this 
  perk, the Suppression lasts twice as long.
  Boosting a characteristic is very dangerous, as it 
  amounts to overclocking the user's body. Once the 
  enhancement wears off, the target must roll CON x 2. If 
  he achieves five successes (totally sweet), he only takes 1 
  point of Lethal damage. If he rolls below that, remove 
  1D6+2 Life Points per success below five
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  065
  
  from the target's Life Points. This damage is Lethal. If 
  the target botches his CON check (snake eyes), he loses 
  1D8+3 Life Points per success level below five/totally 
  sweet. The user is also going to be particularly woozy 
  and light-headed from the experience, and so is at -1 to 
  all skill tasks until he rests for at least 12 hours. If the 
  character was using the 12 point version of this power, 
  any damage his target sustains is halved.
  Assume that it is a level 7 spell if the player 
  wants to have it as a spell instead of an ability. 
  Telekinesis (3 pt per level Supernatural Perk)
  Roll Willpower and add in your Telekinesis levels. The 
  result is the STR of your levitation. Thus 5 success 
  levels grants a STR of 5. If you want to toss people 
  around, the damage is 1D6 x Telekinetic STR in 
  Bashing. The STR must be enough to lift a guy off the 
  floor, though. Precision work (playing a piano or 
  picking a lock) must be down with Perception + 
  Telekinesis. Attacks with weapons also use Perception + 
  an appropriate skill (Melee or Firearms). Remote tasks 
  are at a -1 penalty. Damage is as per weapon type and 
  the Telekinetic STR. 
  Telekinesis requires effort and Mana to operate. 
  After a number of turns equal to your character's 
  WILL, he must make another roll to maintain the 
  power at a cumulative -2 penalty. This penalty applies to 
  all TK rolls until the psychic gets at least 3 hours of rest.
  Telepathy (5 point quality)
  Your character can read and speak into the minds of 
  others. He can also build a virtual network with a 
  number of people equal to his rating in Willpower. The 
  duration in minutes and range in 10' increments 
  depends on the Success Levels of a WILL x 2 roll. 
  Exceptions exist for those your character knows well. In 
  that case, your character can communicate with them at 
  any distance as
  long as he can see them or knows where they are.
  If a telepath touches someone or looks into their 
  eyes, he can listen in on what they are thinking. In this 
  case the subject will make an opposed WILL x2 : 
  WILL x 2 roll. If the telepath wins, he
  can spend success levels in minutes probing the mind. 
  Eye contact for mind probles only work if
  the target is less than five feet away. 
  Mind Probe Chart
  Success Levels/ Effect
  1 
  Basic emotions.
  2 
  Surface thoughts.
  3 
  A simple question can be asked, and a one 
  sentence answer can be granted. Each success 
  level grants one Q&A.
  4 
  Can get a clear picture of the target's personality, 
  sort through it for memories, or get any 
  information available (if requested). 
  Technophobe (2 pt. Flaw)
  You are severely intimidated by computers & 
  technology. +2 difficulty to Computer, Repair, & 
  Technology rolls.
  Teenager: (2 pt. Flaw)
  Removes your ability to legally smoke, drink, or vote. 
  You are a ward in the care of another person. If you want 
  to supersize this, its value rises to 4 and you get to have 
  Mental Problems: (unable to control anger, severe 
  resentment at the world) and Covetous (Lechery) at -1 
  or -2.
  Teleport (10 pt Supernatural, FSN, plus var)
  With this, you are able to Bamf out of one location and 
  then reappear somewhere else instantly. The first level 
  gives you the ability to teleport your (WILL/2 ) in 
  miles. Every point spent after the first 10 adds 2 miles 
  to that range. Teleport requires line of sight or that the 
  Servant or demon know the area well. Teleporting into 
  solid material or reappearing underwater is impossible; 
  this isn't Leprechaun: The Screwing Over, so please don't 
  be looking for ways to pwn players because of a simple 
  power like this. Teleport's Mana cost is the ability total 
  price plus 3.
  Trademark (1 pt. Mental Flaw)
  You feel you must leave an identifying mark symbol or 
  token of yours wherever you go and when you do 
  something important.
  Trapmaster (2 pt. Perk)
  Your character is unusually skilled at setting up and 
  concealing traps. He receives a +2 to the roll to make a 
  trap and +2 on the Stealth roll to hide it.
  Uncontrollable Power (5 pt. drawback)
  During times of stress, your powers go wild, striking 
  things and people at random. If you are angry, scared, or 
  stressed, roll WILL x2 with a penalty of -1 to -6. If the 
  stress is extreme, the power is overclocked to twice 
  normal effect.
  Unique Kill (5 pt. quality)
  Unless specific preparations are made in the disposition 
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  066
  
  of your remains, you will not stay dead. This could be 
  your being beheaded, or your body burned to ashes. If 
  you aren't destroyed in just the right way, you will 
  eventually recover from all your injuries and rise again. 
  This power can only be taken if there is but one specific 
  way to kill the being. Vampires have lots of ways 
   including massive damage, so they can't take this power.
  Unnatural Runner (supernatural, 1 to 3 pt. quality)
  This Perk cannot be taken unless the person already has 
  Natural Runner at 3. Unnatural Runner stacks on top 
  of that, granting an additional +1 to Movement per 
  level. This is a handy Perk for simulating supernatural 
  creatures that are inhumanly fast, such as Nanaya Shiki 
  and the zombies in 28 Days Later. 
  Vulnerability (variable Flaw)
  Officer Palumbo: "Bullets, my only weakness. How did you 
  know?" -
  Harold and Kumar Go To White Castle
  This is worth a number of points ranging from zero 
  (you take damage from something very rare) to lots of 
  points (if it is common and does massive damage).
      Minor: 2 points. A rare object or substance does 
  double damage after armor, or bypasses armor and 
  defenses, or which can destroy you permanently if you 
  are reduced to zero Life Points.
      Major: 3 points. Something common that will do 
  constant damage, or a special form of attack that does x5 
  damage.
      Multiple Vulnerabilities: 5 points. There's a laundry 
  list of things that'll kill ya. 
  You Fail At [x] (1-2 pt. Flaw )
  "For some reason, Hisui-chan is poor at cooking. But she is 
  really great at cleaning and arranging things." -Kohaku
  For some reason, you are less than capable at a specific 
  task. For one point, one potential specialization field of a 
  skill will forever be beyond your ken. For two points, an 
  entire skill will always be beyond your capacity. If you 
  pick this Flaw, any roll you make on that specialization 
  (or in the case of the 2 point version, the entire skill) is 
  treated as a failure. On a roll of a 10, you somehow end 
  up with one success out of sheer dumb luck. You may 
  never use XP to improve that specialization (or skill in 
  the case of the 2 point version). You can only take the 1 
  point flavor of this Flaw three times for three different 
  skills. You probably don't want to be a character who 
  Fails at Life.
  Watched (1-3 pt. Flaw)
  An agency or organization is keeping tabs on your 
  character. The character could have gotten in trouble 
  with the law, might have a high security clearance, or 
  may practice sorcery. Having this Flaw means that your 
  character's actions are constantly under silent review. 
  Purchases will be recorded, books borrowed from the 
  library will be accounted for, and your privacy rights 
  will be actively curtailed. To truly do something 
  anonymously you must go to great lengths. It may be 
  harder for agencies and organizations to track entities 
  that can travel great distances at speed and don't use 
  ATMs or credit cards, but they seem surprisingly adept 
  at locating missing beings. The reason why the Occult 
  scholars out there suffer this Flaw is that the Mages' 
  Association wants to contain magic so that ordinary 
  people don't know about it. Certain intelligence agencies 
  may want the same thing, for various reasons. An 
  Occult scholar with a good Occult Library is also like a 
  loaded firearm; keeping tabs on people who can 
  summon demons and throw curses is just good policy. If 
  the Storyteller thinks it is a good idea, then demon PCs 
  can pick this up as they experience surveillance from the 
  agents of the Church. As long as the demon toes the 
  line, he probably won't be purged. Probably. Then 
  again, allowing heretics to exist is not a good thing ...
  The bonus points granted by this Flaw depend upon 
  how seriously the observation of the character is:
      1 - Casual Observation. Someone on bail or 
  probation for misdemeanor(s), an agent with a security 
  clearance equal to Classified, someone with a recorded 
  Bloodline, or someone who has bought a few Occult 
  items. An Occult Library of 2 or less bestows this Flaw.
      2 - Tracked. Someone on bail or probation for non-
  violent felonies, an agent with a Secret security 
  clearance, a Church Battle Cleric, your average vampire 
  or non-vampiric bloodsucker, or an occult scholar with a 
  4 or higher Occultism. An Occult Library ranging in 
  point value from from 3 to 4 bestows this Flaw.
      3 - Scrutinized. Someone on bail or probation for 
  violent felonies up to and including murder and/or 
  manslaughter, an agent with a Top Secret security 
  clearance, a Church Executor-class agent, a 
  Servant/True Ancestor/Dead Apostle, or an Occult 
  Scholar with a 6 or higher Occultism. An Occult 
  Library of 5 or greater bestows this Flaw. 
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  067
  
  Webbing (5 point Supernatural quality)  
  The character has a special gland near his abdomen, 
  with an orifice above the navel. The gland can create 
  massive amounts of webbing akin to spider silk. 
  Webbing is a Wild card skill. The demon can use it to 
  seal off openings, bind opponents, and lower itself from 
  high positions. The webbing has 12 points of armor and 
  18 "Life Points". It is extremely strong and sticky. 
  Trapped victims may escape the web if they can 
  match their STR against the webbing's STR of 8. The 
  webbing is thicker than a spider's (about 1" in diameter, 
  but still hard to see from a distance without a PER + 
  Notice roll).
  Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu"
  068
  
  F
  H
  069
  Chapter Three: 
  "White Dream" /
  "Shiroi Yume"
  (Character 
  Class/Job 
  Packages) 
  
  Character Class/Job 
   Packages
  These are sample packages that characters could 
  take using Quality points during character generation. 
  These package deals represent the training he has 
  received by doing his profession.  If the character is 
  playing a human being, then regardless of what 
  packages he takes he may not raise an attribute above 6. 
  These are meant to be suggestions; players are free to 
  suggest new ones or take a package and then adjust it to 
  fit his character concept. The Detective package 
  wouldn't need much retooling to be a Homicide 
  Detective. Perhaps some levels in Medicine (Autopsy) 
  would do it. The points listed for a profession have the 
  Flaw factored in. If you want to take the Package 
  without the Flaw, it'll end up costing your a little bit 
  more. Sometimes a Job Package requires you to spend 
  some extra quality points as part of the background. 
  And you can take more than one Job Package to 
  represent your training. For example, Tohsaka Rin has 
  both Student and Witch. 
  Artist (2 pt. Package)
  Your character is talented and creative. He begins play 
  with +1 to any two mental Statistics and +1 to Arts 
  and Crafts. 
  Flaw: He is also at -1 to Willpower rolls to avoid losing 
  his temper or resisting fear.
  Backpacker (5 pt. Package)
  These are granola-munching outdoorsmen who are at 
  home right there in the woods. They've been trained in 
  survival and can live on very little supplies for months, 
  even years, at a time. Sometimes in the media they are 
  presented as a little eccentric and/or sybaratic, but that's 
  just something they have to deal with.
  Backpackers begin play with +1 to STR, +1 to 
  WILL, and +1 to CON. They also start play with +2 
  to Survival, +1 to Animal Ken, and +1 to Arts and 
  Crafts. The player must use skill points to buy one one 
  level of Athletics. Frequently these types will buy levels 
  in Wild Card (Archery) or Firearms (Rifle).
  Flaws: (2 points total, choose from the following) 
  Obsession, Addiction (Alcohol or Marijuana), 
  Honorable, Misanthropy,  and negative levels of 
  Resources.
  Blogger or Journalist (5 pt. Package)
  The truth is out there, and you will either put it on your 
  blog or the news. You begin play with +1 to Intelligence 
  and +1 to Perception, +1 to Alertness or Investigation, 
  and +1 to one skill related to your specialty. They also 
  begin play with 2 points in Contacts.  If the character is 
  playing a Blogger, he must have Computers at level 2 or 
  better.
  Flaw: The character must make a Willpower roll to 
  avoid doing something dangerous in order to gain 
  knowledge.
  Bounty Hunter (4 pt. Package)
  Bounty Hunters track down those who don't want to be 
  found and bring them kicking and screaming back to 
  the welcoming arms of the Law. As such they are often 
  very harsh and brutal types who only pay lip service to 
  the laws of the
  land as they kick in doors, rough up suspects, etc.
  Bounty Hunters begin play with +1 to DEX, 
  +1 to PER, and 1 level in Drive, Sleight of Hand, 
  Security, and Firearms. The character must also spend 
  skill points to buy one level of Investigation and one 
  level of Influence. 
  Flaw: Often Bounty Hunters have at least two points 
  total from disadvantages  such as Watched, Addiction, 
  Reckless, etc.
  Criminal (3 pt. Package)
  Your character is violent and at home in the darkness of 
  night. He begins play with 1 level of Combat Reflexes, 1 
  level of Danger Sense, +1 to Streetwise, and +1 to 
  Firearms or Brawl. 
  Flaw: The character must also roll Willx2 to avoid 
  being distracted by the chance to make a lot of money 
  very quickly. He must also take 1 level of Adversary 
  (Rival Criminal or The Law). Other possible 
  disadvantages  include Compulsive Aggressive, 
  Addiction (Alcohol), Cruel, Covetous (Greed), and so 
  on. 
  Decker (3 pt. Package)
  These computer-lovin' types believe that information 
  should be free, and that it needs to be liberated. They 
  can break through firewalls, decrypt databases, etc. to 
  help free information. They can also work as corporate 
  saboteurs, altering records and crashing systems as they 
  will.
  Deckers begin play with +1 to INT, +1 to PER, +2 to 
  Computers, and +1 to Technology.
  Chapter Three: "White Dream" /"Shiroi Yume"
  070
  
  Flaw: All begin play with either a 1 point Adversary 
  (Government) and 1 point in Honorable or 1 point in 
  Addiction (Caffeine being a common drug of choice). 
  Dilletante (4 pt. Package)
  You grew up among the rich and the powerful, and you 
  received a proper education. You get +1 to one Mental 
  Attribute, +1 to one Knowledge type skill, +1 to 
  Etiquette, and +1 to one science type skill to represent 
  your education. You were also taught proper manners as 
  part of that education which gives you a +1 bonus to 
  Social rolls when dealing with high society types. 
  Conversely your manners and bearing give you away as 
  a high class, moneyed individual regardless of your 
  current circumstances. This can rub some people the 
  wrong way giving you a -1 to Social rolls when dealing 
  with the lower classes.  You must use remaining quality 
  points to buy at least 3 levels of Resources. 
  Flaw: At least one level from one of the following 
  disadvantages:  Fat, Addiction, Bad Temper, Covetous, 
  Cultural Snob, Intolerance (Class Arrogance), or 
   Adversary.
  Driver (3 point Package)
  Drivers begin play with +1 to DEX and +1 to PER. 
  They also begin play with 2 levels in Drive (specialized 
  in Heavy Traffic or Initial D). Riceboys will have levels 
  in Repair and a specialization in Racing Modification. 
  Flaw: They must also take 1 level in Intolerance (Local 
  Police) or Adversary (Local Police). 
  Government Agent (5 pt. package)
  Your character begins play with law enforcement powers 
  and the backing of a powerful agency. You receive +1 to 
  two physical statistics and +1 to intelligence. You also 
  get +2 to Law and +1 to Investigation. He must also 
  use skill points to buy another level of Investigation, 1 
  level of Academics, and one level of Alertness. He must 
  also buy at least two levels in Contacts with his 
  remaining Quality Points.
   Flaw: The character must take one level of Adversary 
  and either two  levels of Obligation or one level of 
  Obligation and one level of Watched to take this 
  package.
  Holy Man/Woman (4 pt. Package)
  You may be able to call on the help of your particular 
  religious organization but if you are out on the frontier 
  that kind of help is often unavailable or slow in coming. 
  You gain +1 to Perception, and a total of 3 levels split 
  between any to any Social, Knowledge or Language 
  skills.  Also most people will treat you with a little more 
  respect if you advertise the fact you’re a Holy Man. 
  Then again some folks might take a dislike to you for 
  the same reason. The character must use remaining 
  Quality points to buy Spiritual and at least two levels in 
  Occultism. 
  If the character wants to play a Battle Cleric, 
  the point cost of the package rises to 7, and the character 
  begins play with all of the above and +1 to Firearms, 
  +1 to Brawl, +1 to Melee, and +1 to Dodge. Battle 
  Clerics are the people who do the dirty work for their 
  respective organization, such as purging heretics and 
  hunting monsters.
  Flaw: You also posses some type of Honor flaw, such as 
  Code of the Buddhist Monk, or the character can use 
  the Honorable Flaw to outline just what his limitations 
  are. Other Flaws can include Obligation. Remember 
  you don't have to take the Flaw with Holy Man or 
  Battle Cleric. One of FSN's clergy certainly did not. 
  Librarian (5 pt. Package)
  The character begins play with +1 to INT, +2 to 
  Research, and 3 skill points to place into Academics or 
  Science.  The character must also use skill points to 
  place 1 level into Arts and Crafts (Creative or Academic 
  Writing) and 1 level into Occultism.
  Flaw: Impaired Eyesight (Glasses or Contacts).
  Mercenary (4 point Package)
  You were always good in a fight, you finally figured you 
  might as well get paid for it. You’ve done just about 
  anything violent for a quick pile of yen. Maybe you 
  picked up some sort of Code of Honor that you follow, 
  or you perhaps you will do just about anything provided 
  the money is good enough. You gain +1 to any two 
  Physical attributes and +1 point to Investigation and 
  two other Combat skills. It is suggested that the 
  character use remaining points to buy up his derived 
  statistics, but not required. Flaw: Mercenaries also have 
  either one level of Honorable or Covetous (Greed). 
  Monster Hunter (4 pt. Package)
  Maybe the monsters got your favorite second cousin 
  Frank. Maybe you read something you shouldn't and 
  can't ever let it go. You begin play with +1 to three 
  attributes, and +1 to 2 combat-related skills, and 1 level 
  of Occultism. 
  Flaw: You must take 2 levels of Adversary. Your 
  character might also have Mental Flaws.
  Chapter Three: "White Dream" /"Shiroi Yume"
  071
  
  Maid or Butler (3 pt. Package)
  The character is skilled in the domestic arts and is in the 
  employ of a rich person. The character receives +1 to 
  any Statistic, +2 to Domestic, and +1 to Etiquette. 
  Flaw: He must take 1 level of Obligation to the family 
  he serves.
  Nerd/Braniac (3 or 4 pt. Package)
  Your character gets +1 to any two mental Statistics, and 
  +2 levels to one of the following skills: Science, 
  Technology, Computers, or a Knowledge skill.  Braniacs 
  (souped-up Nerds) cost 4 pts. to play, but get an 
  additional level of Intelligence and another skill level in 
  the above categories.
  Flaw: He is also -1 to all Social rolls. Braniacs must take 
  one level of Obsession in addition to that.  
  Noble (6 pt. Package)
  The character gets 1 level in Academics, Melee, Animal 
  Ken, Bureaucracy, Etiquette, Influence, and Leadership. 
  The character also gets +2 to any one statistic of his 
  choice.  The player must also spend skill points to buy 
  another level of Melee and one level of Dodge. If the 
  player wants to play a rich noble, he can use Quality 
  Points to buy levels of Resources.
  Flaw: Nobles often begin with 2 levels of Obligation 
  and 1 level of Honorable.
  Nine to Fiver (3 point package)
  Call them desk jockeys or corporate gofers. You work in 
  an office with other people doing clerical work or data 
  entry. It's boring as all hell, but when it's not busy you 
  can update your blog, edit that Wikipedia article on Star 
  Trek, or read the news. These types begin play with +1 
  to one statistic (WILL helps you whether the boredom, 
  if you want a suggestion) and 3 skill levels to put in the 
  appropriate skills.
  Frequently these types are the ones who have 
  Wild Card specialized in something bizarre, such as 
  Japanese Animation Lore or who have dropped 
  experience points into Melee or Firearms (for gun nuts 
  or SCA enthusiasts). 
  If you want to play a CEO, take this package 
  and then add levels in Resources, Academics, 
  Leadership, and Influence. 
  If you want to play a politician, then take levels 
  in Law and Bureaucracy.
  Flaw: Choose something worth at least one point. 
  Suggestions include Addiction (Caffeine or Alcohol), 
  Delusion (Persecution Complex), Covetous 
  (Conspicuousness or Lechery),
   and Intolerance (Class Arrogance).
  Nomad (4 pt. Package)
  Nomads travel the roads, taking what is coming to them 
  and intentionally not establishing a home base. They 
  have established a pack mentality, and travel together in 
  groups.
  Nomads begin play with +1 to STR, +1 to 
  CON, 2 levels of Hard to Kill, 1 level of Brawl, and 1 
  level of Drive (specialized in Motorcycle). 
  Flaw: Nomads often have at least two points, taken from 
  the  disadvanages Obligation (Loyalty to the Gang), 
  Adversary (the Law), Negative Resources, or Addiction 
  (Alcohol). 
  Occult Investigator ( 4 pt. Package)
  These are the classic Lovecraftian characters. You begin 
  play with +1 to any two mental Statistics and 2 levels in 
  Occultism. You also are at +1 to all Fear Tests because 
  you have some inkling of what's out there. 
  Flaw: Occult Investigators love to learn about the 
  supernatural, and if they must avoid doing so in a 
  drastic situation, they roll at -1 to -5 depending on how 
  important the find is.
  Occult Expert (5 pt. Package)
  Though you have some training in how to hunt the 
  supernatural, you usually let the toughs on your team 
  handle that. You get +1 to any one physical attribute 
  and +2 to Melee. You also receive +2 to any roll for 
  learning about a given supernatural creature. 
  Flaw: If the character is in the employ of a larger 
  agency, the package cost is 4 but he begins play with 1 
  level of Obligation.
  Policeman (5 pt. Package)
  The character begins play with law enforcement powers. 
  They begin play with +1 to any physical Statstic and 
  +1 to Streetwise, Investigation, and Drive or Firearms. 
  With reasonable suspicion, they can stop a person, 
  search him, detain a suspect, etc. The character must 
  buy 1 level of Law and take the Obligation flaw to have 
  this Package. Detectives cost 8 points to play, and have 2 
  points in Contacts and 2 points of Rank.  If the 
  character is dismissed from service, the point cost for 
  each package goes down by 2 points, and their law 
  enforcement powers are gone.
  Flaw: Policemen take Obligation 1. Detectives must 
  take Obligation 2.
  Chapter Three: "White Dream" /"Shiroi Yume"
  072
  
  Raver (2 point Package)
  This sort of person is a clubbie, party-goer, or trendoid. 
  Small-time entertainers such as dancers or DJs will fit in 
  here as well. They are in tune with the pulse of the city 
  after dark. They begin play with 1 level of Streetwise, 1 
  level of Influence, and 1 level of Contacts. They must 
  take the Reckless Flaw at the start of play. If you want to 
  play someone who is in touch with the dark underbelly 
  of the world, take levels of Occultism and levels in 
  Contacts (Supernatural).
  Private Eye (3 pt. Package)
  This is a natural for any horror roleplaying setting. They 
  stick their noses where they shouldn't, and take on jobs 
  too unbelievable for any other legal investigator. They 
  begin play with 1 level of Contacts, 1 level of Streetwise, 
  1 level of Investigation, and 1 level of Security. The 
  character must also buy at least 1 level of Brawl, 
  Firearms, or Melee before play begins.
  Flaw: They must also take 1 level of Adversary or 1 
  negative level of Resources. Mental Flaws can include 
  Cruel. 
  Sawbones (4 point Package)
  You are a fully trained and qualified doctor or nurse. 
  You have a lot of education and knowledge and given 
  the right equipment and medications you can perform 
  minor miracles with the sick and injured. You get a +1 
  to Intelligence and +2 to the Medicine and Science 
  skills. 
  Flaw: Doctors also must take a 1 point Honorable 
  Mental Flaw (Hippocratic oath to treat the ill to the 
  best of one's ability, See that no harm comes to a patient 
  under their care).
  Smuggler (3 point Package)
  Whether it’s guns, people, parts, or just about anything 
  else, you’re the person that folks come to see about 
  transporting anything illegal or quasi-legal through 
  restricted space. Not only do you know who has the 
  goods to sell, you also know who’s the most likely to buy 
  the goods you’re selling. You gain a level of Intelligence, 
  one level to the Streetwise and Pilot skills, and four 
  levels of Contacts (which may be split up into multiple 
  contacts). 
  Flaw: You have also attracted the attention of the 
  Authorities even if you have never been caught red 
  handed they’re pretty sure you’re dirty, giving you 3 
  levels of Adversary and/or Watched (The Law).
  Soldier (3 point Package)
  You are a trained soldier or crewman. You automatically 
  get +1 to any two Physical Attributes, and +1 to the 
  Firearms skill, and a soldier or sailor also gains +1 to 
  any specialty skill to represent their advanced training. 
  Flaw: Soldiers on Active duty have a 1 point Obligation 
  to their Chain of Command. 
  Ex Soldiers and Deserters have a 1 point Adversary in 
  the form of whoever fought on the other side during the 
  War. It is recommended for the character to buy up their 
  Derived Statistics.
  Student (4 point Package)
  The character spends his time at a university or studying 
  under the tutelage of an adept. He begins play with +1 
  to Intelligence and +1 to Academics. He may also place 
  +1 in 3 different Knowledge skills.
  Flaw: The character must take 1 level from one of the 
  following categories: Mental Problem (Lazy), Mental 
  Problem (Reckless), or 1 level of Negative Resources.
  Superscientist (8 point Package, 11 to play an 
  Alchemical Superscientist)
  The character seriously researches arcanotechnology 
  (superscience based on occult principles) and the occult 
  in general. He may be seen as a quack, but loneliness is 
  something he is used to. He begins play with one level 
  of the Superscience Perk and +1 level each to 
  Technology, Science, and Occultism. The character 
  could also take the Nerd or Braniac combination to 
  further sharpen his mind. The character must also buy 
  ranks in Magic Circuit to use his talents effectively. If 
  you want, you can play an Alchemist , as they work 
  together/in competition with the official Mage's 
  Association in the Nasuverse. To play an  Alchemical 
  Superscientist, simply add 3 to the Enchanter or 
  Superscientist Perk cost. This increases the character's 
  maximum craft capacity to three times his Magic 
  Circuit rank. It also multiplies the time necessary to 
  craft the item to twice the time listed, and the character 
  must supply one extra rare item to help the item charge 
  the necessary Mana. Mages often look down on 
  Alchemists, seeing them as journeymen dabblers with 
  terrible Magic Circuits.
  Teacher (4 point Package)
  The character begins play with +1 to any one Mental 
  Statisic, and 3 levels of +1 to put into Knowledge-based 
  skills (Languages, Academics, Science, Research, 
  Technology, and Bureaucracy are all natural choices). 
  Chapter Three: "White Dream" /"Shiroi Yume"
  073
  
  Flaw: Potential disadvantages  include one level in  
  Cultural Snob, Addiction, Intolerance, Honorable, etc.
  Witch/Warlock (5 point Package)
  The character is able to study, learn, and cast spells. He 
  begins play with a Magic Circuit of Rank 2 and 1 level 
  of Occultism. He also has +1 to Intelligence and +1 to 
  Willpower. The character must buy 1 level of Occult 
  Library to justify having this skill.  Note that a Magic 
  Circuit Rank of 2 is not enough to participate in a Grail 
  War. If you want to play a Magus who can, you must 
  have at least a Magic Circuit Rank of 3.
  Flaw: If the character wants to get the package for only 
  3 points, he can take the Flaw Demonic Tutor, which 
  means his instructor was a demon who expects to be 
  paid his tribute. For all intents and purposes, you are his 
  thrall. 
  Chapter Three: "White Dream" /"Shiroi Yume"
  074
  
  F
  H
  075
  Chapter Four: 
  "Elegance Under the 
  Moon" 
  /"Gekka Ryuurei" 
  (Skills and 
  Specializations)
  
  Chapter Four: "Elegance Under the Moon" /"Gekka Ryuurei" 
  076
  Skills and 
  Specializations
      If I had more skill in what I'm attempting, I wouldn't need 
  so much courage
      -Ashley Brilliant
  Skills represent the training you've had to help 
  you perform particular tasks. Sometimes a single quick 
  Skill Test isn't enough to determine what happens, 
  leading to the usage of Extended Tests. Extended Tests 
  take place over a period of time and are divided into 
  Phases. At the end of each Phase, the character rolls his 
  Statistic + Skill and accrues successes (hopefully he 
  doesn't accrue failures). At the end of the last Phase, the 
  Storyteller looks at the result and determines whether or 
  not the character gathered enough successes to 
  accomplish the task. Examples of Extended Tests are 
  things such as tracking a suspect in the woods or 
  climbing a mountain.
  Occasionally a Test is not just of the standard 
  Resisted variety (Brawl [Punch] Vs Dodge, for 
  example) because of the complexity of the action and 
  how long it takes to complete. These types of tests are 
  Extended and Resisted Tests. In these situations the two 
  opponents roll at the end of each Phase and acquire 
  successes. The one with the most successes at the end of 
  the final Phase, or simply the first to gain a 
  predetermined number of successes, is the winner. 
  Examples of this IRL are police interrogations between 
  detectives and suspects.
  Skills can be specialized by adding an extra point 
  during creation. Whenever he rolls for something related 
  to his specialization, he receives a +2 to his roll. The 
  only way to improve the specialization is to improve the 
  base skill. Adding an additional specialization to a skill 
  costs six points for the second, eight points for the third, 
  and ten points for the fourth and last (you cannot 
  specialize more than four times.) Your Storyteller is free 
  to insist that you cannot Specialize in a skill more than 
  twice during character generation.
  Specializations make critical successes (which we 
  call Bullseyes in Fate) fun. If you are attempting 
  something related to your specialization and roll a natural 
  10, you have rolled a "bullseye". Keep that 10 and add it 
  to the total of your roll, and you then get to roll a D8 and 
  add that to the total. If you roll an 8 on your D8 roll, you 
  get to add that 8 to your total and then roll a d6 and add 
  that to the total. No matter what you roll on the D6, 
  you're finished rolling. If you are _not_ specialized in 
  that task, then the Bullseye dice are D6 and D4. 
  Suggested Specializations for Skills are provided in 
  parentheses. 
  Certain skills such as Arts and Crafts, Wildcard, and 
  Science force you to specialize when you take the skill. 
  These skills always use D6 and D4 for the Bullseye 
  extra dice. Comment: The opposite of a Bullseye is a 
  Botch, which is called a critical fumble in other games. 
  The rules for Botches are listed later.
  Academics (Foreign Culture, Anthropology, 
  Archaeology, Appraisal, Geography, History, Literature, 
  Politics, Psychology, Social Work, Sociology, Urban 
  Legends, Medieval Europe,
  History of the Catholic Church, Modernist Writers)
  This skill represents your general familiarity in the 
  "humanities". With this, you can know general info 
  about these areas without having to do any research. You 
  have to pick a specialization for this skill, and you can 
  only attempt this skill for that specialization. Penalties 
  and bonuses to skill rolls depend on the obscurity of the 
  material. The Storyteller is within his rights to say you 
  don't know something and have to research it. The 
  exception to that rule is your area of study, which can 
  always be rolled for.
  Alertness (Bodyguarding, Finding Traps, Detecting 
  Concealed Items, Ambushes, Forests, Crowds, Urban 
  Areas, Noises)
  Unlike Perception, which can help you find particular 
  clues, Alertness measures how
  much attention you pay to your physical surroundings. 
  Awareness lets you take in everything in an instant, then 
  your Perception sifts through it.  The Initiative Roll is 
  1D10+ Alertness + Dex + Combat Reflexes. 
  Animal Ken (Dogs, Cats, Horses, Parrots, Farm 
  Animals, Attack Training, Guard Training,
  Calming Down, Retrieval Training, Communication)
  Animals don't dig being around by demons, and they 
  can't easily distinguish between good and bad. They can 
  also sense a character's Bloodline, and being around the 
  near-divine or infernal Servants will spook them. 
  Therefore this skill is necessary. With this, you can 
  empathize with (and meld to some degree) animal 
  behavior. You use this skill to train animals, calm them, 
  and sometimes understand what they are trying to say.
  Art and Crafts (Oils, Opera, Pencils, Fletcher, 
  Carpentry, Leatherworking, Metalworking, Plumbing, 
  Pottery, Tailoring, Woodworking, Writing, Appraisal, 
  Art Criticism, Sewing, Ballroom Dancing, Ballet)
  Unlike a lot of other skills, you are required to pick a 
  specialization for this one. This allows you to make and 
  
  repair certain things with your hands. It does not and 
  will not replace the Repair and Technology skills.
  Athletics (Swimming or other sport, Climbing - Natural 
  Surfaces, Poles, Vegetation, Walls, Team Play, 
  Tumbling, Distance Running, Acrobatics, Swinging)
  How well your character may jump, run, throw, pursue, 
  and flee. It also covers adeptness at
  sports. 
  Brawl (Wrestling, Throws, Blocking, Boxing, 
  Armlocks, Martial Art (), Dirty Fighting)
  Conventional weapons aren't always around when you 
  need them, and sometimes
  they jam and break. You believe there's nothing about 
  other people you can't fix ...
  with your hands. This can represent either formal 
  training or painful experience. Great
  if paired with the Focused Damage Perk.
  Bureaucracy (Accounting, Banking, Executive, Fraud, 
  Government, Marketing, Military Teamwork, Real 
  Estate, Negotiation, Small Business, Stewardship, 
  Bypass the System, Stalling Tactics, Bribery, Police 
  Paperwork, Forgery)
  You know the real people who are behind the system and 
  push papers. This is the skill for getting by red tape, 
  making sure that something damaging is misfiled, or 
  gaining access to classified information.
  Computers (Artificial Intelligence, Databases, 
  Networks, Programming, Viruses, 31337 H4xx0r, 
  Internets and Web Design)
  This skill grants you a general familiarity with all 
  aspects of computer operation. If you want to break into 
  other systems or set up safeguards around your own, 
  31337 H4xx0r is the specialization to pick. This skill 
  does grant familiarity with computer components and is 
  enough to let you make simple repairs.
  Dodge (Leap, Sidestep, Duck, Cover, Dive, Firefights, 
  Fistfights)
  The fine art of getting the hell out of the way. Just about 
  anything can be dodged, from
  punches to bullets (-2) to demon claws. This helped 
  Han Solo get out of the way when Greedo shot first.
  Domestic (Cleaning, Cooking - [Ethnic, Exotic, Fast 
  Food, Gourmet, Home ], Decorating, Home 
  Budgeting, Gardening - [Floral, Lawn, Market, 
  Ornamental, Vegetable] )
  These are the arts necessary to organize and run a 
  household, and even pretty it up. It is necessary for 
  would-be cooks and maids to have this skill, and high 
  levels are suggested.
  Drive (Armored Fighting Vehicle, Big Rig, Bus, Car, 
  Motorcycle, Mecha, Small Truck, Reverse, Heavy 
  Traffic, Off-Road, Getaways, Ramming, Initial D)
  Most folks know how to drive a vehicle, but you can do 
  some Initial D type stuff when you're behind the wheel. 
  If you don't have this skill, you can only handle 
  automatic transmissions and you have a -2 penalty.
  Empathy (Emotions, Truth, Personalities, 
  Backgrounds, Pain, Motives, Confidence, Lies, Hidden 
  Motives, Quirks, Affairs of the Heart)
  You can intuitively understand other people's emotions --
   and the motives they're hiding. This
  is very useful for detecting lies. The information you 
  have concerning a person and the
  depth of communication you have with them will aid or 
  hinder your skill check.
      'It seems you've convinced yourself that you're a bad person, 
  Tohno-kun', she answers simply.
      Sempai grasped the truth lying deep within me. 'But that 
  just shows you have no
      confidence in your own actions. You know you made a 
  mistake, but you don't understand
      whether it's good or bad. That's why you have no choice but 
  to drive yourself into a corner
      until things become clear to you.'
      - Ciel, Ciel Route Near Side
  Etiquette (Nobility, Business, Lower Class, Middle 
  Class, Upper Class, European
  Customs, Asian Customs, Sycophancy, Networking, 
  Wining and Dining)
  Your character is familiar with the formal behavior and 
  expectations of society. Typically
  you only roll when you're in your own element, but if 
  you're polished you can pick up
  multiple specializations. If formality is paramount, roll 
  this skill. 
  Chapter Four: "Elegance Under the Moon" /"Gekka Ryuurei" 
  077
  
  Finance (Accounting, Corporate, Leveraged Buyouts, 
  Investing, Appraisal, Business Management, Stock 
  Market, Economic Trends)
  You understand how to make money through the stock 
  market or appraising fenced goods. With a skill roll, you 
  can size up the assets and liabilities of various 
  enterprises and then maximize operational efficiency. 
  This skill isn't just for white-collar dweebs; mafiosos, 
  pimps, and drug dealers need this skill as well.
  Firearms (Crossbows, Pistols, Scatterguns, Rifles, Auto-
  fire, Solid Slugs, Called Shots, Sprays, Sniping )
  While melee weapons are vital in the struggle against 
  the forces of the night, firearms can be very handy for 
  subduing all-too-human prey. This covers everything 
  from derringers to machine guns, and carries with it 
  how to repair, clean, unjam, and recognize them -- even 
  shoot 'em. Firearms does not include familiarity with 
  antitank guns or other examples of heavy portable 
  ordnance.
  Influence (Mimicry, Intrigue, Ventriloquism, Seduction, 
  Deception, Flirting, Intimidation, Interrogation, 
  Persuasion, Veiled Threats, Air of Authority, Inspire 
  Fear)
  This skill grants you the ability to talk to people and get 
  them to see things your way. It can be matched with 
  Leadership to better influence the target. With this skill 
  you can pick up someone at a bar or shake someone 
  down.
  Investigation (Forensics, Ballistics, Criminology, 
  Motives, Searching, Fingerprints, Interview Witness, 
  Intuitive Deduction)
  "This was no boating accident!"
  This combines CSI procedure with common sense. 
  With this skill, you are good at understanding the scene 
  and following (or covering up) leads. You are also 
  familiar with clever ways to perform tasks such as hiding 
  clues or killing people, and you can figure approximate 
  times of death, pick up fingerprints, interview witnesses, 
  etc.
  Languages (proficiency with 1 language  per level)
  Law (Civil, Criminal, Customs, Family, International, 
  Political, Criminal, Police Procedures, Litigation, 
  Courts, Loopholes, Corporate Law, Trials, Civil Rights)
  Laws are a way of life -- and like spinal cords, they're 
  made to be broken. This knowledge lets you know what 
  you can and can't do, and how to get away with what 
  you do. It gives you the ability to file suit, dismiss 
  lawsuits, and get out of jail (legally). 
  Leadership (Orate, Friendly, Noble, Military, 
  Experience, Planning, Noblesse Oblige,
  Combat Readiness, Commands, Experience)
  Through the force of your personality, you can motivate 
  other people. To do so, you aren't tricking them -- you're 
  becoming a worthy example they can follow. You can 
  lead by fear, example, planning skillz or just through 
  experience.
  Medicine (Acupuncture, Design/Neutralize Poisons 
  [can further specialize in occult, natural, and synthetic], 
  Dentistry, Diagnosis, First Aid, Homeopathy, 
  Obstetrics, Pathology, Pharmacy, Surgery, Veterinary, 
  Prevention, Pediatrician, Cardiosurgery, Autopsy, 
  Oncologyetc. )
  This skill entails knowledge of the human body. Using 
  it, you can treat wounds, diagnose diseases, assess the 
  seriousness of a wound, prescribe medicine, defeat 
  poisons, and other things. You also get a working 
  knowledge of hospital gear and procedures.
  Melee (Axe, Baton/Club, Improvised Weapons, Spears, 
  Sabers/Broadswords, Staff, Fencing Blades, Kenjutsu, 
  Cleavers/Hatchets , Whips, Knives , Stakes )
  This involves hand to hand fighting with weapons, such 
  as spears, swords, staffs, or stakes (very handy vs. those 
  damn vampires). If you want to bust out with the 
  Patrick Swayze Roadhouse, then pick up Improvised 
  Weapons for all your chair leg swingin', glass bottle 
  breakin', table-throwin' needs. Throwing a weapon is 
  DEX + Melee - 2.
  Navigation (Air, Highway, Sea, Space, Undersea, 
  Urban, Wilderness)
  Your skill at finding your way with maps and other 
  equipment. Navigation is used to help you
  find the fastest or safest route to where you want to go.
  Chapter Four: "Elegance Under the Moon" /"Gekka Ryuurei" 
  078
  
  Occultism (Astrology, Channeling, Numerology, 
  Rituals, Unquiet Spirits, Tarot, Theology, Voodoo, 
  Witchcraft, Vampires, Werewolves, Demons, Curses, 
  Infernalism, Hidden Worlds, White Magic, Things 
  Man Was Not Meant to Know)
  This skill gives you access to several centuries' worth of 
  dark myths. If you can separate speculation from just 
  the facts, it'll give you a world of insight. If your skill is 
  high enough, it'll grant you familiarity with nearby yet 
  hard to reach alternate worlds and dimensions.
  Politics (Neighborhood, City, Congressional, Elections, 
  Dogma, Radical, Fundraising, Royal Hierarchy)
  Not just knowing who are the players, you understand 
  political systems. You can be very effective when you are 
  trying to persuade elected officials because you know 
  what they want to hear. This and Bureaucracy are great 
  at finding the right man who can get things done.
  Research (Rare Book Collections, Government 
  Archives, Specific Topic, Police Documents, Internet 
  Searches, Public Libraries, Academic Databases)
  Research is the default skill for gathering information 
  on particular topics. It is the Library Use skill in this 
  game.
  Repair (Computers, Cars, Consumer Electronics, 
  Wood, Engines, Electrical, Mecha, Gunsmith, 
  Locksmith, Set/Disarm Trap )
  Your character understands what makes things work, so 
  when things break you are the guy people turn to to fix 
  them. This skill does not allow you to build items from 
  scratch; that would be Technology. Repair also tends to 
  cover mechanical things more than Technology. This 
  skill does allow you to modify existing systems 
  somewhat; if you are yearning to turn your toyota into a 
  ricer, this is the skill to get.
  Security (Sensors and Surveillance, Breaking and 
  Entering, Safe-Cracking, Pick Locks, Combination 
  Locks, Escape Artist, Electrical Systems, Hot-Wiring, 
  Burglar Alarms )
  With this skill, you can secure an area or a person, and 
  bypass others' preparations. It entails the mad skillz 
  necessary to break into and out of buildings, hot-wire 
  cars, and crack safes. IT also allows you to set up your 
  own security systems and identify the weak points in a 
  defensive system. 
  Science - Biology (Bacteria/Viruses, Botany, Ecology, 
  Genetics, Physiology, Mycobiology, Zoology),
  Electronics (Communication Systems, Computers, 
  Consumer Electronics, Robotics)
  General (Astronomy, Chemistry, Engineering, Geology, 
  Mathematics, Physics)
  This is another skill requiring you to specialize in an 
  area and then pick one of its divisions. Science itself is a 
  systemized study of a particular subject.
  Sleight of Hand (Card Shark, Pick Pocketing, Stage 
  Magic, Thievery)
  This is a skill which depends upon manual dexterity. 
  With it, you can set up simple illusions, palm objects, or 
  plant an item on someone. It is not designed for long 
  term concealment of materials; use Stealth instead for 
  that.
  Stealth (Tracking, Hiding, Object Concealment, Move 
  Quietly, Trailing Prey, Taking Point)
  You can avoid detection whether or not you're on the 
  move. It gives you the ability to shadow
  other people and hide stuff on your person. It is often 
  rolled against an opponent's Perception.
  Survival (Aquatic, Arctic, Desert, Forest, Jungle, 
  Ocean, Mountain, Plains, Food-Gathering, Tracking, 
  Shelter-Building, Hiding)
  You can survive in a friendless environment for up to 
  several months. If you pair this skill with
  Stealth, you can also elude government search teams.
  Technology (Bomb Disposal, Bomb Preparation 
  (Timers, Triggers, Everyday Chemicals)Computers, 
  Electronics, Customizations, Surveillance Devices, 
  Invention)
  This skill grants understanding of how devices work 
  and the ability to build them. You do not know how to 
  fix mechanical devices; that's part and parcel of Repair. 
  Computer programming and hacking is part of 
  Computers.
  Wild Card (Archery [Mounted Archery, Fast Draw 
  Arrows, Bowyer, Snap Shot, Called Shots])
  This skill represents a person's competence with bows 
  and the maintenance thereof. People with shorter arms 
  won't be able to fully draw a bow designed for a longer-
  armed person, which effectively reduces the poundage 
  of their shots. Long-armed people who draw a bow 
  designed for a person with short arms are likely to over-
  draw the bow, either damaging it or breaking it. 
  Chapter Four: "Elegance Under the Moon" /"Gekka Ryuurei" 
  079
  
  A Skill Test on Archery skill is required to determine 
  the proper length of draw for an unknown bow. As we 
  are focused on keeping things simple, assume that the 
  maximum range for a bow is equal to the person's STR 
  x 12 in yards (though distant, moving targets are going 
  to be harder to hit). I could break out all kinds of rules 
  for long, short, high-quality, and improperly maintained 
  bows, but I'm not going to. Kyuudo enthusiasts will 
  need to take this skill. Crossbows can be fired either 
  with Firearms or with Wild Card (Archery).
  Wild Card (Graphoanalysis)
  This Wild Card Skill would probably work better as a 
  Science. Handwriting is as unique as a person's 
  fingerprints; it is their personal stamp on the world 
  around them. This Skill is based on the idea that that 
  the brain unconsciously sends signals to our hands that 
  reveal our thoughts when we are writing. The size of our 
  loops, the position of our t-bars, and the lsant of our 
  lines are only a few details that can be studied to reveal 
  information. This is not the same as a document 
  examiner (who studies documents to reveal forgeries or 
  legal issues), but for roleplaying purposes we'll include 
  those tasks under this skill as well.
  Different traits about a writer can be observed 
  by the Graphoanalyst from a sample of their 
  handwriting, including the writer's physical and mental 
  health. Sometimes a graphoanalyst will be consulted for 
  career evalutions or psychological assessments. If 
  successful, Graphoanalysis Skill tests can also grant 
  bonuses to Science (Psychiatry/Psychoanalysis) Skill 
  rolls.
  Depending on how much sample material is 
  available, the analyst will be able to discern more or 
  fewer traits. A diary is good, a single letter less so. A 
  writer's mood varies from day to day and throughout the 
  day, so a single letter will only reveal what the person 
  was feeling that moment. A single letter takes only 
  1D4+3 hours to study.
      Dr. Smelrich and co. go to the apartment of a woman who 
  has recently disappeared. He locates a letter she wrote and 
  gets cracking; he later finds (after a successful Skill Test) that 
  she was feeling strong anger, agitation, and traces of depression.
  A diary or stack of correspondences is much 
  better; these will reveal passions, moods, and significant 
  events. Studying such a work will require 1D3 days.
  After locating her diary, Dr. Smelrich goes to work 
  again. This time he reveals that overall she is an optimistic 
  and generous person. Thus he concludes that she was upset 
  about something, perhaps adverse conditions that recently 
  appeared.
  If a Graphoanlyst rolls over 5 successes, each Success 
  thereafter shaves 10% off the rolled time.
  After studying the samples for the required 
  time, the user can roll his Science 
  (Psychiatry/Psychoanalysis) at half and and gain 1 
  Insightful Fact (up to four) about the subject per 
  success level. The Storyteller should determine what 
  these Insightful Facts are in advance and may even 
  decide, ala Dale Cooper's "Red Room" dream from Twin 
  Peaks, to avoid revealing the information until the right 
  time. When he sees the woman on the street, the player 
  rolls half his Science (Psychiatry/Psychoanalysis) and 
  scores two Success Levels. He realizes that the change 
  in her handwriting over time indicates that she is 
  troubled with a weak heart and mild senility.
  Wild Card (Intuition [Gambling, Hunches, Bad 
  Feelings])
      It is not the eastern shore that worries me. A shadow and a 
  threat have been growing in my mind. Something draws near. 
  I can feel it.
      -Legolas, The Fellowship of the Ring
  Your character has an "unconscious logic", a sort 
  of sixth sense. He's a good guesser, and multiple-choice 
  exams never were too much of a problem for him. He's 
  escaped from more than one situation by relying on his 
  gut feelings. Your Storyteller will secretly roll your 
  WILL + Intuition at the appropriate times. This Skill 
  allows you to sense mundane possibilities, not 
  otherworldly ones - and there are far more powerful 
  Supernatural Perks you can choose if you want to play 
  an actual seer. Your Storyteller will not spoon over the 
  whole story , but the more successes you earn, the 
  greater the amount of information you'll receive. When 
  this Wild Card Skill appears in movies, it's usually the 
  parent of the kid who mysteriously senses their kid is in 
  trouble.
  Wild Card (Streetwise [Gang Activity, Locate Playaz, 
  Seduction, Territorial Divisons by Region, Fencing 
  Items, A Specific Metropolis, Smuggling, Drug Deals, 
  Homeless]
  If you speak in vernacular and carry coin, the streets are 
  bountiful indeed. You are able to mix with the local 
  scene, find contraband, skim rumors, and keep your 
  nose clean -- most of the time. You may roll at a penalty 
  outside of your own city.
  Wild Card (Torture - [Torture Devices], 
  [Psychological Warfare], [Bashing], [Lethal],)
  Torture as a means of information extraction has a long 
  Chapter Four: "Elegance Under the Moon" /"Gekka Ryuurei" 
  080
  
  and ignoble history. It has been practiced by the CIA, 
  Nazi Germany, and the Inquisition. Coercion using 
  physical, and often emotional and mental pain is a staple 
  of just about any civilization - and it's not always done 
  just to gain information. Particularly twisted individuals 
  have been known to do it for the pleasure of inflicting 
  pain on others.
  Individuals with this Wild Card skill know how 
  to inflict damage with the skill without killing a subject. 
  With the skill, the user knows not only how to hurt, but 
  how to prepare for it and use the tools of the trade - to 
  terrify, to intimidate, to puncture, to slice, to burn, and 
  to crush. It is about causing and prolonging pain.
  Using the skill requires a roll of Intelligence + 
  Torture. The victim gets to roll Willpower x2 and adds 
  in Resistance (Pain) if he has it. For long sessions, 
  torture Skill Tests can be a series of resisted actions to 
  determine how long a subject can last before he breaks.
  During every significant questioning session, 
  the victim suffers 2D6+3 Bashing or Lethal damage 
  (whether or not he breaks or not) or loses 1 temporary 
  Luck point if the person is undergoing mental torture. 
  Blending mental and physical torture can be devastating 
  to a victim. Botched Torture rolls can kill, cripple, or 
  drive a victim insane.
  For every Success Level the torturer 
  accumulates, he gets one piece of information. If the 
  accumulated Success Levels from Torture are greater 
  than the subject's WILL+2, the subject breaks and 
  gives up anything the torturer wants. Using this against 
  a monster might require a Research or Occultism check 
  to reveal what exploitable weaknesses the monster has - 
  if it have any at all.
  Specializations reveal what kind of torture the 
  torturer can unleash - Torture Devices are old-school 
  items such as the rack, the iron maiden, crucifixion, etc. 
  Psychological Warfare is used in Rendition - urinating 
  on the subject's sacred objects, scaring them with angry 
  dogs, extended sleep deprivation, etc. Bashing damage 
  is the favorite of policemen in interrogation centers.
  Lethal is good for Mafia-style hijinks. 
  Chapter Four: "Elegance Under the Moon" /"Gekka Ryuurei" 
  081
  
  082
  Chapter Five: 
  "Garden of a 
  Cradle" /
   "Yurikago no Niwa" 
  (
  (A Quick Guide to Skill Use, 
   Determining Initiative in a 
  Game Round, Common Rolls, 
  Fumbles, And Experience 
  Points )
  
  Critical Fumbles 
  (Botches)
  Fortunately these will still be very rare. When a 
  1 comes up on a Skill test, the player rolls again and 
  subtracts that from his Skill + Statistic. If he rolls 
  another 1, he has achieved "Snake Eyes", which brings 
  about a Botch. For Botches, the Storyteller should roll a 
  D10 and then check the following results.
  Skill falls Under DEX (Non-Combat)
  What Happened (Roll 1D10)
  1-4 
  No fumble. You just mess up.
  5-7 
  Fall down. Take 1D4 Bashing damage (sprain).
  8-10 
  Major screw up. Take 1D6+1 Bashing
  damage.
  Skill falls under DEX (Combat)
  1-4 
  No fumble. You just screw up.
  5 
  You drop your weapon. If you are trying to kick 
  or punch something, you must roll DEX x2 or fall flat 
  on your butt or face.
  6 
  Your weapon discharges and hits something 
  harmless. If you are using Melee or Brawl, you
  swing and miss wildly.
  7 
  Weapon jams or embeds itself in something. If 
  it jams, a PER + Repair will or PER + Firearms roll 
  will unjam it (takes a number of turns equal to five - 
  success levels on the unjam test, minimum 1).
  8 
  Ricochet time. You just shot/hit yourself. Roll 
  for damage. If it's a punch or a kick, then you overstrain 
  your muscles for your own STR in Bashing damage.
  9-10 
  You just hit a member of your own group. Roll 
  to determine which one, and then roll damage. If fumble 
  was for a Brawl or Melee attack and the other PC is out 
  of range, then disregard this option.
  INT (Repairing, Building, Creating)
  1-4 
  No fumble, but it isn't any good.
  5-7 
  You messed up pretty badly. You dropped the 
  tools you were using or damaged the thing even worse 
  than before. The character needs two additional success 
  levels on his next repair/build skill test for the gadget.
  8-10 
  You damaged the thing beyond repair. Buy a 
  new one.
  Chapter Five: "Garden of a Cradle" / "Yurikago no Niwa" (
  083
  How Long Does It Take?
  This section is for players who want to know how long it 
  will take to finish a particular task.
  Fixing a simple electronic device 
  5 minutes
  Fixing a complex 
  electronic device 
  2D8+13 minutes
  Fixing a gun 
  5 minutes
  Fixing a laser, taser, or maser 
  2D6 hours
  Fixing a tire 
  1D4 +2 minutes
  Fixing an engine 
  2D4 +2 minutes
  Rebuilding an engine
  at least 2 days
  Looking for your car keys
  1D4+1 minutes
  Picking a simple
  mechanical lock
  1D3 minutes
  Picking a complex
  mechanical lock
  3D3+1 minutes
  Picking a simple
  electronic lock
  2D2 minutes
  Performing research in a
  library
  3D3 hours
  Looking in an electronic
  database
  3D10 minutes
  Building a computer
  1 day
  Putting on a disguise
  2D3 minutes
  
  INT or WILL (Influence, Leadership)
  1-4 
  No fumble. They just don't buy it.
  5-7 
  They don't buy it, and you need two additional 
  successes on your next roll to convince them of 
  something.
  8-10 
  You just offended them. Roll 1D10. On a 1-4, 
  they will try to hurt you.
  INT or PRE (Figure Stuff Out, Alertness, 
  Investigation)
  1-4 
  Out to Lunch. No fumble. You just aren't 
  paying attention.
  5-7 
  Baka . You don't know what to do, and everyone 
  can make an Alertness check at +2 to notice what a 
  moron you are.
  8-10 
  Really big screw-up. Everyone sees what a 
  moron you are.
  Determining 
  Initiative in a Round
  The player rolls his Initiative (DEX + Alertness + 
  Combat Reflexes + 1D10). Figure out how many 
  Success Levels the character rolled and subtract that 
  number from 5. That's his first Strike Rank, which is 
  when the character's first attack and first defensive 
  action take place (if he needs to, he can 'save' that 
  defensive action until he is actually attacked.)
  His second Strike Rank can be determined by 
  adding 3 to the first Strike Rank. And his third Strike 
  Rank can be determined by adding to 3 to the second.
  Example: Ciel rolls 22 (Combat Reflexes + DEX 
  + Alertness + 1D10). That's Total Sweetness (6 
  Successes). So her first Strike Rank is -1, her 
  second is 2, her third is on 5, and her fourth is on 
  8.
  Once the Storyteller has figured out the Strike 
  Ranks for all his NPCs and the players have for their 
  PCs, they must go around the table in order from lowest 
  to highest, with the lowest going first. Once everyone 
  has finished their actions, they must all roll again for 
  Initiative.
  Chapter Five: "Garden of a Cradle" / "Yurikago no Niwa" (
  084
  
  A Guide to Skill Use: 
  Common Rolls
      How do I shot web?
      
  -famous 4chan meme
  Initiative: Dexterity + Alertness + Combat Reflexes
  Shooting something: Dexterity + Firearms
  Aiming: Wait until the end of the turn, but add your 
  success levels from a Perception + Firearms roll to the 
  attack roll.
  Clean a Gun: Intelligence + Firearms
  Hitting something with an object: Dexterity + Melee
  Hitting something with your fist, head, or foot: 
  Dexterity + Brawl
  Dodging: Dexterity + Dodge
  Gymnastics: Dexterity + Athletics
  Figuring out the worth of an old oil painting: 
  Intelligence + Art and Crafts
  Picking a lock: Dexterity + Security
  Picking a combination lock: Intelligence + Security
  Memory ("See if you remember..."): Intelligence + 
  Alertness
  Notice something: Perception + Alertness
  Utilizing scientific knowledge: Intelligence + Science
  Bandaging someone's wounds: Intelligence + Medicine
  Searching a room: Perception + Investigation
  "Surprise roll": Perception + Alertness
  Noticing someone sneaking up on you: Perception + 
  Alertness
  Sneaking around by being lightfooted: Dexterity + 
  Stealth
  Fast-talking or convincing someone :Intelligence + 
  Influence
  Providing a shoulder to cry on: Intelligence + Empathy
  Reading someone's emotions: Intelligence + Empathy
  Seduction: Intelligence + Influence + Appearance 
  Levels
  Shaking someone down: Willpower + Influence
  Using one's appearance to one's advantage: Intelligence 
  + Influence + Appearance Levels
  Use your own internal knowledge to improve your 
  research: Intelligence + Academics, add success levels 
  to your next research and identification rolls.
  Research monsters: Intelligence + Occultism
  Identify a monster: Intelligence + Research
  Research Your Subject for a Report: Intelligence + 
  Academics (if applicable), then Intelligence + Research
  Cast a Spell: Willpower + Occultism
  Treat a Wound: Intelligence + Medicine
  Identify a disease, determine cause of death: Perception 
  + Medicine
  Hacking into a system, write programs, search 
  databases: Intelligence + Computers
  Diagnose computer problems: Perception + Computers
  Sneaking Around like a Silent Film Villain: Dexterity + 
  Stealth
  Driving Something: Dexterity + Drive
  Find a Problem with a Machine: Perception + Repair
  Build/Disarm a trap, fix something: Intelligence + 
  Repair
  Build an awesome gadget: Intelligence + Technology
  Spot a scientific detail: Perception + Science (or 
  Technology).
  Use Alien Machines: Occultism + Technology + 1/2 
  Intelligence
  Calm an Animal ("Nice Doggy") : Willpower + 
  Animal Ken
  Ride a Horse: Dexterity + Animal Ken
  Cook a 4-Course Meal: Intelligence + Domestic
  Explosives Disposal: Intelligence + Technology
  Shooting an Arrow: Dexterity + Wild Card (Archery)
  Jack Bauer Style "Interrogation": Intelligence + Wild 
  Card (Torture)
  Throw a Rock at Someone: Dexterity + Melee -2
  Cut the Right Wire to Disarm the Alarm System: 
  Perception + Security
  Experience Points 
  and Improvement 
      It's survival of the fittest. They sucked, therefore 
  they're dead.
      
  -roleplayer quote
  Player Characters accumulate XP for 
  adventuring and surviving dangerous encounters with 
  the enemy. These XP are the little gold stars we rpgers 
  earn to show we care.
  1 pt for showing up.
  1-2 pts for roleplaying your Nature and Demeanor.
  1 pt for teamwork, creative thinking, and heroism.
  1 pt. for the end of a Chapter.
  2 pts. for surviving a Book, and possibly more.
  Special Rewards include Learning Curve: The 
  Storyteller asks what the player what his character did 
  over the course of several sessions. If the Storyteller likes 
  the answer, the player accrues an extra XP. Or the 
  Storyteller can simply give the guy who does the "last 
  week on [x]" duty a bonus XP for his trouble if he does 
  an especially good job.
  Players can use these XP to improve their stats 
  and skills. Improving an attribute costs 5 points 
  Chapter Five: "Garden of a Cradle" / "Yurikago no Niwa" (
  085
  
  nd skills. Improving an attribute costs 5 points per level 
  . Thus to go from STR 1 to STR 2 is ten points. 
  Humans can improve each attribute up to two levels, 
  but no more. Humans have a maximum of 6 in any 
  given statistic, Natural Born Killers have a maximum of 
  seven, and supernatural creatures can go up to their 
  species maximum. Epic Heroes can go way beyond this 
  level.
  Skills can be raised infinitely, but can only go up 
  one level at a time. To raise a skill to the next level, you 
  must spend the desired level x 4 in experience points. 
  Thus to go from Level 3 in Melee to Level 4 is 12 
  points. After a while Specialization can be a bit cheaper 
  to improve your performance in one aspect of your skill. 
  Specialization is 2 XP for the first, but is always 6 XP 
  thereafter. Storytellers should probably put a limit on 
  extra specializations at 3 per skill. Developing a 
  Specialization should also require an extended period of 
  training. 
  Perks cost 1 XP per level of the Perk. 
  Unfortunately there must be some sort of Story 
  justification for the Player Character suddenly 
  manifesting this new talent or power. 
  Chapter Five: "Garden of a Cradle" / "Yurikago no Niwa" (
  086
  Even Arcueid had to learn from someone. Taking lessons from a good teacher is a great use of downtime. 
  
  087
  Chapter Six: "Fresh Blood 
  Shrine"/ 
  "Senketsu Shinden" 
  (Types of Damage, Combat,  
  Weapons, and Attack 
  Maneuvers)
  
  Types of Damage
  "The fear of blood tends to create fear for the flesh."
  -Silent Hill
  Life Points are lost from three types of damage, 
  which are categorized as Bashing, Lethal, and 
  Aggravated. The nature of the damage helps determine 
  what side effects the character experiences and how 
  quickly the damage may be healed.  Bashing damage is 
  taken from punches and clubs, falling, and minor 
  attacks such as ravens pecking at your head (while 
  slashing/piercing, the wounds aren't significant enough 
  in and of themselves to be Lethal). Life Points lost to 
  Bashing are regained at 1/2 the human's CON  per day; 
  they can also be regained through medical attention 
  (Intelligence + Medicine, each success gives back two 
  Life Points). As long as an attack cannot do more than 
  crack a rib, it's Bashing damage. Electricity causes 
  Bashing damage, but it tends to paralyze.
  Lethal damage is caused by knives, bullets, 
  claws, explosions, and chemicals, and Lethal is always x 
  1.5 before being subtracted from Life Points. If a 
  person has lost half his maximum Life points from 
  (mostly) Lethal damage, he'll begin bleeding out and 
  will lose 1D10 Life Points every hour until his wounds 
  are bandaged. One success on a Medicine roll will 
  staunch the outflow of blood. Lethal damage can not be 
  healed except with time; however, medical attention in 
  the form of painkillers and bandages can help to reduce 
  dice penalties suffered from Lethal wounds (Int + 
  Medicine to give the appropriate aid). Humans heal 
  back Lethal damage at the rate of CON/4 per day of 
  bed rest. If the victim is in a hospital, they regain 
  CON/3 Life Points from a Lethal wound per day. 
  Aggravated damage is often caused by acid, fire, 
  cursed weapons, dark magics, and the like. Certain 
  supernatural creatures take Aggravated damage if their 
  weak spots are exploited.  It heals slowly. Aggravated 
  damage is healed back at the rate of CON/6 Life Points 
  every two days. 
  Rejuvenation and Regeneration work equally 
  well on Bashing and Lethal damage, and may be used to 
  recover lost Life Points from either type. They are half 
  as effective on Aggravated damage. Supernatural 
  creatures also atuomatically heal back their CON in 
  Life Points every day of Bashing and Lethal damage, 
  and one-fourth their CON in Life Points lost to 
  Aggravated damage. Magic potions or spells will heal 
  all 3 types of damage.
  When the character's Life Points fall below 
  certain levels, they begin taking penalties to 
  their skill rolls and other checks
  , as seen on the Fate character sheet. This can be 
  alleviated by healing the damage (Bashing) or 
  administering painkillers (Lethal).  
  If reduced to zero Life Points, a character must 
  roll (WILL + CON) to remain conscious. 
  If he fails his Stun save he will lie unconscious on the 
  ground. Anyone unconscious can be killed with a coup de 
  grace.  Characters can be beaten to death if they are at 
  zero Life Points and continue to take Bashing damage. 
  At -10 Life Points and beyond, a character must 
  roll (WILL + CON) to avoid dying whenever he 
  passes a -10 marker (one check at -10, one check at -20, 
  etc.). The penalty to the roll is -1 per -10 Life Points. 
  Hard to Kill does provide a bonus to this roll. If he 
  passes the test, he lives. If not, he passes on. If he 
  survives but does not receive medical help, he must 
  make another survival test at a -1 per minute after the 
  first. Resuscitation is an INT + Medicine test, followed 
  by a survival roll. The victim takes a penalty of -1 per 
  five minutes since his demise.
  Weapons
  Listen up, you primitive screwheads! This is my boomstick! 
  - Ash, Army of Darkness  
  The type of damage caused by a weapon 
  depends on its type. Slashing, cutting, and piercing 
  weapons cause Lethal damage. They can be used for 
  decapitation or cutting off limbs. Bullets also cause 
  Lethal damage.  Crushing and smashing weapons cause 
  Bashing damage. Bashing damage is the only kind that 
  can be used to knock out someone. 
  Targeting vital spots will significantly increase 
  any damage lost to an attack. Some of these are best 
  used with the Improvised Weapons specialty for Melee.
  Punch D4 x STR.
  Kick D4 x (STR+1).
  Head Butt D4 x STR.
  2 x4 D6 x STR. [2H]
  Hatchet D6 x STR. (L) [2H]
  Axe. D8 x STR (L). If used with 2 hands, add +1 to 
  the user's strength score for determining damage. If it is 
  thrown, remove 1 from the user's strength score for 
  determining damage. [2H]
  Archery Attack D8 x STR. (L)
  Barbed Wire Wrap Adds +1 to the multiplier for 
  determining damage.
  Bedpan D4 x STR. [2H]
  Bone D4 x STR [2H]
  Boombox D8 x STR [2H]
  Bowling Ball D10 x STR
  Chapter Six: "Fresh Blood Shrine"/ "Senketsu Shinden" 
  088
  
  Branding Iron D6 x STR [2H]
  Brass Knuckles +1 to Multiplier for Punch attacks.
  Brick D6 x STR.
  Bullwhip D4 x (STR -1).
  Cement Block D10 x STR. [2H]
  Chain D8 x STR. [2H]
  Club (Baton, Pool Cue, Cane) D6 x STR. [2H]
  Club (Baseball Bat, Mace, Sledgehammer) D8 x STR. 
  [2H]
  Cookie Sheet D4 x STR (breaks easily) [2H]
  Golf Club D6 x STR (breaks easily).
  Cowbell D6 x STR. [2H]
  Knife (Small) D4 x (STR-1) (L).
  Stake D4 x (STR-1) (L).
  Knife (Large) D4 x STR. (L)
  Cast-Iron Skillet D10 x STR. [2H]
  Stop Sign D8 x STR. [2H]
  Fencing Foil D6 x STR (L).
  Halliburton Suitcase D6 x STR (can be weighted). 
  [2H]
  Horseshoe D10 x STR. [2H]
  Kitchen Sink D12 x STR. [2H]
  Ladder D6 x STR. [2H]
  Shovel D8 x STR. [2H]
  Loaded Boot D4 x STR.
  Tennis Racket D6 x STR (breaks easily) [2H]
  The Good Hardback Book of Your Choice (Volume of 
  Sutras, Bible, Koran) D4 x STR (does Holy damage ... 
  not designed for Parrying) 
  Megaphone D8 x STR. [2H]
  Tire Iron D8 x STR [2H]
  Trash Can D6 x STR. Lids do D4 x STR. [2H]
  TV Camera D10 x STR. [2H]
  Nunchaku (D6 +1) x STR.
  Polo Mallet D6 x STR (breaks easily).
  Riding Crop D4 x STR.
  Fire Extinguisher D8 x STR. [2H]
  Folding Chair D6 x STR. (breaks easily) [2H]
  Broadsword D8 x STR (L) [2H].
  Bastard Sword D10 x STR (L) [2H]
  Greatsword D12 x STR (L). [2H]
  Katana D10 x STR (L). [2H]
  Spear D6 x STR (L). [2H]
  Spear Charge D8 x (STR+1) (L) [2H]
  Staff (Jab) D6 x STR. [2H]
  Staff (Swing) D8 x STR. [2H]
  Mace D10 x STR. [2H]
  Large Mace D12 x (STR+1). [2H]
  Chainsaw D10 x STR (L). [2H]
  Broken Bottle 1D3 x STR (L). (breaks easily)
  Funereal Urn D6 x STR. [2H]
  Wrench D8 x STR. [2H]
  Guitar D6 x STR (breaks easily). [2H]
  Stun Gun  (5 points Bashing from the charge, (CON 
  x2) +1D10 - (5 + Success Levels of Attack). With no 
  successes, the target is KO'd. If he is not KO'd, for the 
  next 4 rounds he is at -2. Multiple Tasings increase 
  penalties.
  Weapons of Asia
  Note: if the STR bonus is already added in to a 2H 
  weapon, it means it must be used two-handed. 
  Balisong D4 x (STR-1) (L)
  Dai Choy (D4+1) x STR
  Dao D8 x STR [2H] (L)
  Darn Do D6 x STR (L)
  Fong Bien Chan D10 x STR (L) [2H but STR bonus 
  is already added in]
  Fu Chow D10 x (STR+1) (L) [2H but STR bonus is 
  already added in]
  Fu Tao Seung Ngao D8 x STR (L)
  Fung For Lung D4 x STR (L)
  Gao Jie Bien D6 X STR
  Gim D8 x STR
  Jo D8 x STR [2H]
  Kama D4 x STR (L)
  Katana D10 x STR (L) [2H]
  Kozuka D4 x (STR -1) (L)
  Kusari (D4+1) x STR 
  Kusari-Gama D6 x STR (L)
  Kwan Do D12 x (STR +2) (L) [2H but STR bonus is 
  already added in]
  Kyoketsu Shogi D6 x STR (L) 
  Li Kwei Fu Tao D8 x STR (L) [2H]
  Naginata D8 x (STR+1) (L) [2H but STR bonus is 
  already added in]
  Neko-Te D4 x (STR-1) (L)
  Ninja-To D6 x STR (L) [2H but STR bonus is already 
  added in]
  No Dachi D12 x (STR+2) (L) [2H but STR bonus is 
  already added in]
  Nunchaku (D6+1) x STR (Botches are amusing)
  Olisi D6 x (STR-1)
  Sam Jie Kwun D8 x (STR+1)
  Shuriken D4 x (STR -1) (L)
  Tetsubo D12 x (STR +1) [2H but STR bonus is 
  already added in]
  Tonfa D6 x STR
  Wakizashi D6 x STR (L) [2H]
  Wah San D6 x STR [2H]
  Yawara (D6+1) x STR 
  Chapter Six: "Fresh Blood Shrine"/ "Senketsu Shinden" 
  089
  
  Ranged Weapons
  The weapons are harder to throw or aim accurately at 
  longer ranges. Every number after a slash after the first 
  is at a cumulative -1 to hit. 
  Thrown Rock, Range 3/7/10/13/20, STR damage in 
  Bashing 
  Thrown Knife, Range 3/5/8/10/13, D4 x (STR-1) in 
  Lethal 
  Short Bow, Range 5/13/40/65/100, D6 x STR in Lethal
  Long Bow, Range 10/30/50/100/200, D8 x STR in 
  Lethal
   
  Crossbow, Range 7/40/65/150/250, D10 x STR in 
  Lethal
  Explosions
  Explosions are defined by their area of effect. Most do 
  damage from the center of the explosion to the edge of 
  the area it affects in yards.  Directed explosives such as 
  shaped charges and claymore mines
  do cones of damage instead. Use the notes below but 
  figure the area of effect as a cone instead for those. 
  Most Grenades have a  Ground Zero of 2 
  square radius, a General Effect of 6 square radius,  and 
  a Maximum Range of 10 square radius. Shaped 
  Charges and Mines have a Ground Zero 2 square 
  explosion, a General Effect of 6 squares in front, and a 
  maximum Range of 10 squares out. 
  At Ground Zero, these do D6 x 8 Lethal 
  damage. In the General Effect area, they do D6 x 6 
  Lethal damage. At Maximum Range, this is D6 x 3 
  Lethal damage. 
  Combat Maneuvers
      Living for combat, in search of the supreme opponent, and 
  in pursuit of the title of 'The Most Powerful'!
      - Aoshi Shinomori 
  Brain Shot. - 4 to roll. If successful, it modifies the 
  damage caused by the attack. Bashing is doubled, and 
  Lethal is tripled. 
  Neck Snap. Must Grapple first. Roll Strength + Brawl 
  + 1D10. The defender rolls Strength + Constitution 
  + d10. If the attacker wins, the damage is his STR x 4 
  Bashing. If the defender is reduced to -10 Life Points, 
  he must pass a survival test with penalties equal to the 
  attacker's success levels. With a failing roll, the 
  defender's neck snaps like kindling. Crunch. Vamps can 
  die from this attack but only if they fail an unmodified 
  survival test. If they fail, their head is twisted off, 
  leading to dusthood.
  Back Kick. The character kicks behind him to attack an 
  enemy - without turning around. This requires a DEX 
  + PER test. If the character fails, not only does his 
  Back Kick fail, but he is at -2 to all his attacks that 
  round because he became uncentered. 
  Catch Weapon. Dexterity + Brawl - 5. If the roll is 
  equal to or greater than the attacker's roll, the character 
  intercepted the weapon. If he fails, he is struck by the 
  weapon and takes an additional 5 points of damage.
  Choke. Must Grapple first. The attacker rolls STR + 
  Brawling. The defender rolls STR + CON. If the 
  defender fails, he begins suffocating. The defender is 
  also at -2 to all actions.
  Disarm. Dex + Brawl/Melee -2 vs Dex + Melee.
  Dodge. One dodge may be done per round without 
  penalty. If you have remaining defensive actions, 
  Chapter Six: "Fresh Blood Shrine"/ "Senketsu Shinden" 
  090
  
  you can choose to Dodge with them at the usual 
  penalties. 
  Double Jump Kick. The character launches himself 
  forward and then kicks forward with both legs, hurting 
  two enemies at once. Needs at least 4 DEX to attack. 
  The roll is at -4, but two opponents can be targeted with 
  one attack.
  Drawing a weapon: Usually takes a round unless it has a 
  spring-loader.
  Ear Pop. Dex + Brawl -2.This nasty move is 
  considered to be dishonorable under many tournament 
  rules. The attacker cups both his hands and slaps them 
  against his opponent's head. This causes air pressure to 
  surge into the opponent's ears, stunning him and 
  temporarily knocking his hearing offline. Characters 
  with Honorable 3 or an elaborate Code of Honor 
  should not use this Maneuver. If the attack connects, 
  the victim must roll CON x2 + 1D10 and match it 
  against 9 + the success levels of the attack + 1D10. If 
  the victim loses, he is stunned for the next round and is 
  then at -1 for as many rounds as the attack had 
  successes. If he resists, he was unaffected by Ear Pop.
  Feint. INT + Brawl/Melee vs the target's Perception + 
  Brawl/Melee. If the attacker succeeds, his next action 
  will have the success levels of the feint added in.
  Grab and Toss. First the victim must be Grappled, and 
  the attacker must have at least a STR of 4. Then the 
  attacker uses STR x2 -4 + 1D10 , and the victim rolls 
  STR x1 + 1D10. If he loses, the defender is tossed one 
  yard for each Success Level in the throw, and is knocked 
  down, taking Bashing damage equal to the thrower's 
  STR. If the victim was thrown into someone, they also 
  take damage and are knocked down.
  Grapple. DEX + Brawl. This allows your character to 
  grab someone. The victim can avoid with the Dodge 
  skill. The attacker must choose what to grab: limbs, the 
  whole body, or the neck. While being Grappled, the 
  victim is at -2 to any actions which use the held limb, 
  and -1 to all actions if his whole body is Grappled. If 
  both (or all ) of his arms are grappled by multiple 
  actions, he is at -4 to all actions and cannot Dodge. 
  Grapple is essential to many attacks such as Neck Snap, 
  Choke, Joint Break, etc. Victims can escape from a 
  Grapple by beating the success levels of the Grapple 
  attack with a STR x 2 roll.
  Groin Shot. -3 in addition to whatever other combat 
  maneuver the attacker wants to throw. If the victim is 
  male, he must roll at least one success level with a Will x 
  2 test, with a penalty equal to the success levels of the 
  attack x 2. Female victims roll at only - 1 to their Will x2 
  test. Each turn after that gives them a +1 chance to 
  recover. In any case, the victim will take normal damage 
  from the Groin Shot attack. 
  Head Butt: Dex + Brawl -2. Awesome for grapplers or 
  grapplees.
  Joint Lock. The attacker uses pressure on a joint, nerve 
  bundle, or wounded area to cause pain in the subject. 
  The attacker must first have succeeded in a Grapple vs 
  the target. Next, the attacker rolls Strength + Brawl, 
  which is resisted by the subject's CON x2 + Resistance 
  (Pain). If the maneuver succeeeds, the target gains -1 
  per success level to all physical actions for as long as the 
  Joint Lock is maintained. This penalty carries over to 
  escape attempts. If the target wrenches free from the 
  Lock, he takes his own Strength in damage, +1 point of 
  damage for every success on the escape roll.
  Jump Kick. Dex + Athletics to get airborne, then DEX 
  + Brawl - 3. Damage is as per Kick, but the attacker's 
  STR is counted as STR + 1 for this attack. There are 
  no multiple attacks possible in a round for a person 
  attempting a jump kick.
  Kick. Dex + Brawl - 1. The attacker's STR is counted 
  as STR + 1 for this attack. If the Kick is parried, the 
  opponent can Grapple the leg.
  Knockout. Needs a Bashing attack. Roll with a -2 to the 
  roll. The damage for the attack is halved. The defender 
  must make a CON x 2 roll with a penalty equal to the 
  success levels of the attack roll, or else he is knocked out.
  Off with his Head. Needs a large-scale slashing 
  weapon. Roll Dexterity + Melee (or Brawl if the 
  attacker has huge claws) at -5. Damage is Attack + 
  Success Levels (unmodded by Lethal) x5. If the victim 
  is reduced to -10 Life Points, his head comes off.
  Parry. DEX + Brawl for natural attacks, DEX + 
  Melee to block weapons. Thrown weapons are parried 
  at -2. Arrows and crossbow bolts are parried at -6.
  Chapter Six: "Fresh Blood Shrine"/ "Senketsu Shinden" 
  091
  
  Rising Uppercut: Dex + Athletics to get airborne, then 
  DEX + Brawl - 3. Damage is as per Punch, but the 
  attacker's STR is counted as STR + 1 for this attack. 
  There are no multiple attacks possible in a round for a 
  person attempting a Rising Uppercut.
  Roll with the Hit. This requires the character to roll 
  DEX + Dodge. If he scores successes, every success he 
  rolls removes five points from the rolled damage. This 
  move counts against the number of attacks a character 
  can do in the round - if he has no attacks left, he cannot 
  Roll with the Hit.
  Slam Tackle. Performed with Strength + Athletics. If 
  the victim fails a STR x 1 roll, he oges down hard. At 
  the end of the Slam Tackle, the attacker can grapple the 
  victim's legs or torso without rolling. Slam Tackles do 
  not allow for multiple actions.
  Spinning Punch. DEX + Brawl - 1. Damage is per 
  punch, but STR is at +1.
  Spin Kick. DEX + Brawl - 2. Damage is as kick, but 
  STR is at +2.
  Sweep Kick. DEX + Brawl -1. Damage is half that of a 
  normal kick, but the victim must roll DEX + Athletics 
  to keep his feet.
  Takedown: STR + Brawl. All manner of wrestling 
  moves, judo throws, trips, etc. if the target doesn't parry 
  or dodge he hits the mat, taking the attacker's STR in 
  Bashing.
  Target Limb. -2 penalty to attack roll. Damage over half 
  the target's max life points cripples or severs the limb. 
  Excess damage is lost.
  Through the Heart. - 3 to combat roll. Non-vamps take 
  x4 damage.If using a stake for this maneuver, vamps 
  take x 5 damage from this attack, and if they are 
  reduced to zero or fewer Life Points, they are killed 
  instantly. Otherwise the vamp takes x 1 damage from 
  the attack instead.
  Tied Up. If the attacker's hands are bound, he can still 
  use Kicks and Head Butts. If the arms are bound in 
  front of him, he can punch at -2. Getting free requires a 
  DEX + Athletics check.
  Wall Flip. DEX + Athletics at -3, then DEX + Brawl 
  at -3. With a success, the character just ran up the wall 
  and is behind the opponent. He can enjoy a -3 to all 
  attacks against him that round.
  Wall Smash. Introduce your opponent to a broad flat 
  surface. First employ a grapple roll against the target, 
  then swing. The swing needs a STR + Athletics roll. If 
  the victim doesn't defend, he takes Bashing damage.
  Whirling Sword. DEX + Melee -4. Anybody who 
  steps in front of the character will be hit, and the 
  character automatically parries any close attack. Each 
  turn it is maintained gives a -2 to the manuever from 
  fatigue.
  Wooden Stake. Use DEX + Melee. Characters can 
  critically succeed with this if they have specialized in 
  Melee (Knife). Damage caused is Lethal.
  Wrestling Hold: Grapple. Then the attacker makes a 
  STR + Brawl -2. The defentder resists with a STR or 
  DEX (use the higher value) plus a Brawl roll. If the 
  attacker wins, the defender suffers a - 1 to each action 
  for every success level in the Wrestling hold until he is 
  let go. 
  Other Modifiers
  Obi-Wan: Don't forget they have to dodge the trees.
  GM: Yes, that's how you stayed ahead of them for the last 
  mile. They fire!
  Obi-Wan: While steering their hover-bikes and avoiding trees.
  GM: Yes, yes. The guns are turret-mounted.
  Obi-Wan: Visibility in the forest is poor. And I'm dodging. 
  And wearing a brown cloak.
  GM: Make a Dodge roll.
  Obi-Wan: And I have brown hair.
  GM: Just roll already!
  -Darths and Droids
  Attacking from Behind: The victim cannot defend 
  unless he has Situational Awareness; in that case he rolls 
  at -2.
  Full Defense. The defender can get a +3 to all Dodges 
  and Parries in a round he goes on Full Defense No 
  attacks are possible that round.
  Full Offense: +2 to all attacks that round, but no 
  defense rolls are possible.
  Chapter Six: "Fresh Blood Shrine"/ "Senketsu Shinden" 
  092
  
  Knockdowns: All actions the character makes are at -4. 
  Getting up in an action requires a DEX + Athletics. 
  Otherwise it takes a turn.
  Invisible: The attacker must roll a 10, and then if he 
  rolls 9 or 10 on the second turn he hits the invisible 
  character out of luck. Invisibles close to their 
  combatants can be spotted if the opponent concentrates 
  for one turn then rolls Perception + Awareness (Acute 
  Senses helps oodles here). Then the next attack can be 
  made at a -4 penalty. After that,the bonus is lost.
  Two-Gun John Woo Action: The character incurs a -2 
  penalty to his primary hand and a -3 penalty with his off-
  hand (unless the character has the Ambidextrous Perk). 
  The character must also split his skill pool between the 
  two attacks as best he can. If his DEX + Firearms total 
  was 7, he could hope to have 3 for one gun and 4 for the 
  other. Successive attacks would be at the normal 
  penalties. Clearly this is a stunt best performed by 
  characters with large Dexterity + Firearms pools. It can 
  result in a lot of damage very quickly, but it can also 
  result in a lot of wasted ammunition.
  Ambushed: The character cannot use a defensive action 
  against the first attack from the ambusher -- instead, he 
  eats the result of the damage roll if the attack hits and 
  hopes that he has enough Life Points to weather the 
  storm.
  On Guns
  Guns don't really appear very often in the 
  Nasuverse, with the exception of Fate Zero, in which 
  one Mage climbed to the winner's position by taking out 
  most of the other Mages mafia-style. With that 
  exception, I'd say that in the Nasuverse that guns cause 
  more problems than they solve.
  An obvious problem with using guns in the 
  setting is their limited availability in Japan. Policemen 
  and government agents can get away with carrying 
  guns, though often what they carry are simple 6-shot 
  revolvers (in .32 ACP and .357 Magnum flavors). 
  Ordinary civilians cannot easily gain access to 
  handguns, submachine guns, or machine guns. Rifles 
  and shotguns are a slightly different matter, and with the 
  proper license (and the mandatory annual government 
  inspection of it) the character can probably own one for 
  hunting. These will be mostly higher-gauge
  shotguns designed for small game and the like, though 
  it's not inconceivable for someone to have a lower-gauge 
  shotgun for protection against bears and boars. My 
  previous observation is not meant as an excuse for the 
  character to go out and purchase "cop-killer" teflon-
  coated slugs.
  Yet many Storytellers are going to want to move 
  the action away from Japan and tell a story in the rest of 
  the world. This is perfectly acceptable.  Keeping this in 
  mind, I'll make a few points.
  Guns tend to make a lot of noise. Hand to hand 
  action typically doesn't generate enough loudness to 
  generate a 911 call. When bullets are flying, the 
  authorities get involved. The Investigation specialty 
  (Ballistics) is fairly common among police investigators, 
  meaning that your gun essentially leaves a fingerprint on 
  every bullet that it fires - which can be traced. 
  Gunpowder leaves a residue on hands and clothes. And 
  unfortunately many police departments may have 
  commanding officers in league with Them -- an 
  unhappy prospect to consider. Where monsters 
  themselves cannot live, they send out humans to act as 
  their sensors and feelers. Politicians are possessed. The 
  police are under the sway of the living dead. Television 
  studios broadcast messages prepared statements by 
  psychic demons. Telling the police that you are 
  protecting the World is not a good option -- They might 
  hear.
  If the player characters have their heart set on 
  getting illegal guns, they can do so with a Streetwise 
  Skill Test, but the guns will almost always have a dark 
  history.
  Finally, guns don't do much against undead and 
  demons. These beings soak bullet damage like a sponge 
  does water. Sometimes demon hide is so thick a bullet 
  can't get through it. Hand to hand seems to work better 
  in these circumstances - so be careful when using 
  firearms.
  Further Notes on Guns
  Certain players will want to get a gun magazine and say 
  their character "bought this gun". This guide will let you 
  build weapons for your games based on IRL data. If 
  you are using cinematic unisystem, the damage per gun 
  is half the maximum roll of the die times its multiplier. 
  Thus a .25 would do 9 Bullet (Unisystem) or 9 Lethal 
  (Fate).
  The listed ammo capacity of the gun in the 
  source you're getting it from becomes the the same in-
  game.
  Firing a gun requires the acceptance of a 
  Range Penalty depending on how far the shooter is 
  from his target. Close Range is -0. Medium Range is -
  1. Long Range is -3. 
  Chapter Six: "Fresh Blood Shrine"/ "Senketsu Shinden" 
  093
  
  Short Range is 5 yards for pistols and submachine guns, 
  and 20 yards for rifles.
  Medium Range is 20 yards for pistols and submachine 
  guns, and 100 yards for rifles.
  Long Range is 50 yards for pistols and submachine 
  guns, and 300 yards for rifles.
  Here's where scopes come in handy: they divide 
  the range for a rifle by their multiplier. Thus a shot from 
  400 yards (Extreme Range which is -5)using a rifle with 
  a x2 scope would be figured as though it were a shot 
  from Long Range (-3).
  Special ammo like hand-packed bullets, 
  hollowpoint, and wadcutter bullets can add +4 to the 
  final damage caused by a round. Armor-piercing rounds 
  halve the armor protection given by any armor worn (if 
  any), but do half damage when they connect with the 
  target's flesh.
  Laser targeting gives the shot a +1 in addition to any 
  other mods. 
  Recoil (add this to the other -2 for the second action, -
  4 for the third, etc.)
  Small Handguns deduct -1 from successive attacks.
  Medium Handguns deduct -1 from successive attacks.
  Large Handguns deduct -2 from successive
  attacks. 
  Small Handguns/Submachine Guns: .22 (all kinds), .25 
  ACP
  Medium Handguns/Submachine Guns: .28, .31, .32, 
  .35, .36, .38,
  .380, .41, .42, all calibers ranging
  from 7mm to 9mm
  Large Handguns/Submachine Guns: .357 magnums, 
  .44, .45, .455, anything
  greater than .455 or 9mm
  Rifles are always at -2 to successive attacks, but 
  your Storyteller may decide you only get 1 shot per Turn 
  (in the case of a bolt-action rifle).
  Machine Guns and Assault Rifles can fire 3 or 
  5 round bursts. Successive bursts
  in a round are at a cumulative -3. Each success level on 
  the roll means a bullet from the burst has found itself a 
  fleshy home to move into. Critical successes only add to 
  the damage for the first bullet. 
  Reload Time
  How long does it take you to reload your gun?
  Firearms Skill 4 or Less:
  Clip 2 turns to insert
  Magazine 2 turns to change
  Drum 3 turns to change
  Speed Loader 2 turns to change
  Side-Loading 2 cartridges a turn
  Swing-Out 2 cartridges a turn
  Break-Open 2 cartridges a turn
  Tip Up 2 cartridges a turn
  Percussion (cap and ball) Eight turns per cartridge
  Percussion Breechloading Four turns per cartridge
  Flintlock 9 turns per cartridge
  Firearms Skill 5 or more:
  Clip 1 turn to insert
  Magazine 1 turn to change
  Drum 2 turns to change
  Speed Loader 1 turn to use
  Side-Loading 2 cartridges per turn
  Swing Out 2 cartridges per turn
  Break-Open 2 cartridges per turn
  Tip Up 2 cartridges per turn
  Percussion (cap and ball) 7 turns per cartridge
  Percussion Breechloading 3 turns per cartridge
  Flintlock 8 turns per cartridge
  Chapter Six: "Fresh Blood Shrine"/ "Senketsu Shinden" 
  094
  
  Damage Caused by 
  Caliber and Gauge
  Handgun Bullets
  .22
  D4 x 2
  .25
  (D4+1) x 3
  .32
  D6 x 2
  .38
  D6 x 3
  .380
  D6 x 3
  .40
  D6 x 3
  9mm
  D6 x 4
  5.7 x 28 mm
  D6 x 4
  10mm
  D6 x 5
  .44
  D6 x 5
  .45
  D8 x 4
  .455
  D8 x 4
  .50
  (1D6+2) x 4
  Magnum
  .357
  D8 x 4
  .44
  D6 x 6
  .475
  (D6+1) x 6
  Submachine Gun Bullets
  4.6x30mm
  D4 x 3
  5.45mm
  D4 x 3
  7mm
  (D4+1) x 3
  7.5mm
  D6 x3
  7.6mm
  D6 x 3
  7.62mm
  D6 x 3
  7.63mm
  D6 x 3
  7.65mm
  D6 x 3
  8mm
  D6 x 4
  9mm
  D6 x 4
  10mm
  D8 x 4
  10.35mm
  D8 x 4
  10.4mm
  D8 x 4
  10.6mm
  D8 x 4
  11mm
  (1D6+2) x 4
  Rifle and Machine Gun Bullets
  .22
  D4 x 4
  .220
  D4 x4
  .22-250
  D4 x4
  .222
  D4 x4
  .243
  D4 x4
  .25
  (D4+1) x4
  .25-06
  (D4+1) x4
  .25-20
  (D4+1) x4
  .25-35
  (D4+1) x4
  .25-36
  (D4+1) x4
  .250
  (D4+1) x4
  .256
  (D4+1) x4
  .257
  (D4+1) x4
  .264
  D6 x4
  .270
  D6 x4
  .275
  D6x4
  .280
  (D6+1) x4
  .30
  D8 x4
  .30-06
  D8 x4
  .30-30
  D8 x4
  .30-40
  D8 x4
  .303
  D8 x4
  .307
  D8 x4
  .32
  (D8+1) x4
  .32-40
  (D8+1) x4
  .338
  (D8+1) x4
  .340
  (D8+1) x4
  .348
  (D8+1) x4
  .35
  (D8+1) x4
  .351
  (D8+1) x4
  .356
  (D8+1) x4
  .358
  (D8+1) x4
  .375
  (D8+1) x4
  .378
  (D8+1) x4
  .38-40
  (D8+2) x4
  .38-55
  (D8+2) x4
  .38-56
  (D8+2) x4
  .38-70
  (D8+2) x4
  .38-72
  (D8+2) x4
  .38-90
  (D8+2) x4
  .40-50
  D10 x4
  .40-60
  D10 x4
  .40-65
  D10 x4
  .40-70
  D10 x4
  .40-82
  D10 x4
  .40-90
  D10 x4
  .40-110
  D10 x4
  .401
  D10 x4
  .404
  D10 x4
  .405
  D10 x4
  .44
  D10 x4
  .44-40
  D10 x4
  .44-77
  D10 x4
  .44-90
  D10 x4
  .444
  D10 x4
  .45-60
  D10 x5
  .45-70
  D10 x5
  .45-90
  D10 x5
  .45-100
  D10 x5
  .45-120
  D10 x5
  .450
  D10 x5
  Chapter Six: "Fresh Blood Shrine"/ "Senketsu Shinden" 
  095
  
  .458
  D10 x5
  .460
  D10 x5
  .470
  D10 x5
  .50
  D10 x6
  .50-70
  D10 x6
  .50-90
  D10 x6
  .50-95
  D10 x6
  .50-100 
  D10 x6
  .505
  (D10+1) x6
  .55
  D12 x6
  .56
  D12 x6
  .58
  D12 x6
  .60
  (D12+1) x6
  4.73mm
  (D8-1) x4
  5.45mm
  D8 x4
  5.56mm
  D8 x4
  6mm
  (D8+1) x4
  6.5mm
  (D8+1) x4
  7mm
  D8 x5
  7.5mm
  D8 x5
  7.51mm
  D8 x5
  7.54mm
  D8 x5
  7.62mm
  D8 x 5
  7.7mm
  D8 x5
  7.92mm
  D8 x5
  8mm
  D8 x6
  11mm
  D10 x5
  11.5mm
  D10 x5
  12.7mm
  (D10+1) x5
  13mm
  D10 x6
  14.5mm
  D10 x6
  15mm
  D10 x7
  15.5mm
  (D10+1) x7
  20mm (cannon)
  D12 x 7
  Shotguns
  8 gauge, shot
  D10 x5
  8 gauge, slug
  D12 x5
  10 gauge, shot
  D8 x5
  10 gauge, slug
  D10 x5
  12 gauge, shot
  D6x5
  12 gauge, slug
  D8 x5
  14 gauge, shot
  D4 x5
  14 gauge, slug
  D6 x5
  16 gauge, shot
  D3 x5
  16 gauge, slug
  D4 x5
  18 gauge, shot
  D3 x4
  18 gauge, slug
  D4 x4
  20 gauge, shot
  D3 x4
  20 gauge, slug
  D4 x3
  22 gauge, shot
  D3 x4
  22 gauge, slug
  D4 x3
  28 gauge, shot
  1D4 x2
  28 gauge, slug
  1D6 x2
  32 gauge, shot
  1D3 x2
  32 gauge, slug
  1D4 x2
  .410 guage, shot
  1D3 x2
  .410 gauge, slug 
  1D4 x2
  Other Modifiers
  Bracing. This only applies to long guns. The shooter 
  receives a bonus of +1 to hit.
  In a Moving Car. The shooter is at half his skill to hit.
  Stationary Target. + 2 bonus to hit.
  Close Range. If the target is 2 or fewer squares (6 yards 
  or less), add +2 to hit.
  High Winds. The stronger the wind, the greater the 
  penalty to the shot.
  Flying Targets. Targets in the air are harder to hit. The 
  shooter's skill is at half.
  Target is much higher than attacker. -2 to -6 to the shot, 
  depending on the angle.
  Auto fire. The shooter first decides how many bullets 
  he'll fire. Critical successes only increase the damage of 
  the first bullet. Successes determine how many bullets 
  strike home. If the user wants to target multiple 
  opponents, 1 bullet is always lost between targets and 
  the attack roll is made against the named targets (who 
  can defend with defensive actions like Dodge).
  Chapter Six: "Fresh Blood Shrine"/ "Senketsu Shinden" 
  096
  
  097
   Chapter Seven:
   "Blue Sin Mark"/  
   "Aoi Kyuuseki"
    
      (Healing the Mind)
  
  Healing the Mind
    "Damage done to the Flesh  
    What they Said in the Name of the 
    Damage done to the Heart
    It's the start of the End 
    Damage done to my Soul 
    I know it goes with my 
    Damage done to my Life  
    Cursing loud, at the Chaos"
  -Silent Hill Homecoming Title Song
  Many entities are capable of shattering an 
  unprepared observer's mind. Some are so horrible they 
  damage the mind of an onlooker just with their awful 
  appearance (Fear Test modifiers and the like were 
  covered on pages 24-25). Others are so vicious that the 
  mental damage (and the Mental Flaws) they cause in an 
  attack lasts years after the physical damage of their 
  attack has healed. Even powers, such as Mystic Eyes 
  and Supernatural Senses, force their holder to develop 
  an inhuman perspective in order to assimilate the chaotic 
  and insane data he perceives. As you already know, 
  every time a character's Madness Points total a multiple 
  of his Will, he acquires 1 point of a Mental Flaw.  
  That players would want to remove these Flaws 
  goes without saying.  Trouble is, that isn't as easy as just 
  saving up the XP for it. First the character must locate a 
  counselor, social worker, or psychiatrist.  Once this is 
  done, treating the problems can be done by two 
  methods: talk therapy and chemical therapy. Talk therapy 
  can be done on anyone, but a supernatural player 
  character may have a biology so removed from 
  humankind that chemical therapy cannot be used to 
  treat him. 
  Talk Therapy involves getting tot he roots of a 
  conceptual, emotional, or intellectual problem and 
  remove it through cogitation. The most obvious 
  advantage to this is the complete avoidance of chemical 
  side effects. This treatment is also personal and thus has 
  less of a chance for misdiagnosis. 
  Talk therapy is slow. The character must spend 
  months in game time going to weekly or biweekly 
  sessions before he can use XP to buy down or buy off 
  his Mental Flaw. Talk therapy offers rich roleplaying 
  possibilities as the character has a chance to examine his 
  neuroses and reveal their origination. The treatment also 
  tends to consider separate problems as part of a central 
  whole. For example, drug addicts are prone to fugue 
  states or insomnia (and insomnia worsens as the 
  character builds up tolerance to the drug he used to 
  sleep). Schizophrenics have a great deal of trouble 
  dealing with reality every day. The therapist first 
  separates the condition into treatable parts. If a 
  character's problems are associated with addiction, he 
  treats the chemical addiction first before going on to 
  treat the other behavioral problems. As schizophrenia 
  and multiple personalities are the most entrenched, they 
  are usually treated last. In game terms, separate rolls are 
  made for each Flaw.
  A roll for treatment is made [INT + Science 
  (Psychiatry/Psychotherapy)] at certain Phases in the 
  treatment to see how the patient is progressing.
  Without the Science (Psychiatry/Psychotherapy), there's 
  only so much good a "good listener" can do. Someone 
  who offers too much unsolicited advice or never calls 
  bullshit will be at a big penalty at the end of a treatment 
  Phase. 
  When a therapist is rolling at the end of a 
  Phase, each success level removes 2 Madness points. 
  Each drawback point in a Mental Flaw is "worth" 10 
  Madness Points, so even if a character has no Madness 
  points (and started with Mental Flaws), there is still a 
  way to gauge how well the doctor is doing. The 
  character can also roll WILL x 2 during this end of a 
  Treatment Phase to remove one extra Madness Point for 
  every 2 success levels he rolls. The results of each Phase 
  carry over to the next one. If the therapist Critically 
  Fumbles, the order is reinforced (roll 3D8 and keep the 
  highest rolling d8, and then add that to the Madness 
  Point value of the Flaw.) Once a Flaw is reduced to zero 
  points, the character can undergo a cathartic event 
  (depends on the nature of the disorder), and if catharsis 
  successfully happens, he may spend as many XP as the 
  Flaw's original point value and then remove it from his 
  sheet.
  When to roll for a Phase of treatment depends 
  upon Flaw's point value. A 2 point flaw would have 
  Phases that conclude every two months. Combinations 
  of Flaws are added together, then averaged, and then the 
  total number of Mental Flaws is added together. If I 
  had a 4 pt. Mental Flaw, a 2 pt. Mental Flaw, and a 3 
  pt. Mental Flaw my treatment Phases would end every 
  six months. Certain modifiers can help or hinder the 
  therapists' Skill Test at the end of a treatment Phase:
     Patient skipped a lot of sessions (-2)
     Patient didn't tell the therapist about the supernatural 
  (-1)
     Therapist is untrained (-0 to -2, depending on 
  roleplaying)
     Patient was brutally honest (+1 bonus)
     Therapist understands the paranormal (+1 bonus)
     Patient never missed a session (+1 bonus)
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  Treatment is not without risks: if the character botches 
  his final Will test, he relapses - perhaps he decided to 
  have a beer since he finally "got over" his alcoholism, or 
  something happens to renew his paranoia. In this case, 
  all the Madness points removed by the therapist are 
  back on the character's sheet and the Flaw is back and in 
  force.
  Chemical Therapy
  "Reality is a crutch for people who can't cope with drugs." 
   -Lily Tomlin
  As some mental problems are caused by faulty 
  brain chemistry, the therapist may be tempted to use 
  chemical therapy to correct the patient's problems. The 
  best therapists say that pharmaceuticals are supplements 
  for talk therapy, not a replacement for it. Unfortunately 
  there is such a need for mental health care that there are 
  more patients than there are therapists - and the drug 
  cure often works. For example, schizophrenics respond 
  well to drug therapy. Some doctors also believe in a 
  genetic basis for schizophrenia, and that the illness can 
  lie dormant until a stressor causes it to manifest.
  Unfortunately abuses can and do happen. 
  Ritalin is grossly over-prescribed for ADD because it 
  works perfectly for only a small percentage of patients, 
  and for them it is a wonder drug. A doctor prescribing it 
  might think it'll work well for everyone he treats with 
  ADD. Does it work? No? How about Xanax? Prozac? 
  Lithium?
  The chance of success with chemical therapy 
  depends on the Skill Level of the psychiatrist. An 
  uninspired therapist might have one or two levels of 
  Science (Psychiatry) and a 2 Intelligence - who has a 
  litany of prescriptions he tries until one of them works. 
  Searching hard for the best therapist means the 
  character can find one with a Science (Psychiatry) equal 
  to the character's Resources level.
  If the doctor knows his game, he can blend 
  chemical and talk therapy, and shorten the length of 
  time for each Treatment Phase. Each Phase ends after 
  only four weeks. No catharsis is necessary at the end of 
  the therapy. If the treatment reduces the point value of 
  the Flaw to zero, the patient can remove it from his 
  sheet and need no further sessions or drugs. With a less 
  proficient doctor, the Storyteller must roll his Science 
  (Psychiatry) test in secret after a month of game time. 
  The difficulty will be 8 or 9, depending on whether the 
  doctor actually cares or is just pushing pills. If he 
  succeeds, the patient can control his Flaw as long as he 
  takes his medicine.
  Of course there are side effects, but the most 
  nasty symptoms are often suppressed. A critical fumble 
  on the roll causes the character to manifest another 
  Mental Flaw (addiction, hysteria, manic-depression, or 
  schizophrenia are great choices) until he has gone 
  without the drug for a month - which of course returns 
  the original Flaw to its full value.
  Doctors who are not trained in Psychiatry can 
  prescribe medication such as psychotropics, but there is 
  a reason why doctors have to specialize. A broken mind 
  and a broken leg are two very different problems. If the 
  doctor has Medicine (Psychopharmacology) as a 
  specialization, he can roll an unmodified INT + 
  Medicine Test for treatment. If he has no such 
  specialization, he can roll INT x1. Naturally such a 
  doctor would not be a great talk therapist.
  An unlicensed therapist is a terrible choice. If 
  the doctor has no Science (Psychotherapy) or the 
  relevant Medicine specializations (such as 
  Psychopharmacology), then his Skill Test is an 
  automatic Critical Failure.
  Take the Blue Pill
  "A miracle drug is any drug that will do what the label says 
  it will do. " 
  -Eric Hodgins
  Here is a list of the most commonly prescribed 
  psychotropics along with what they treat, and what side 
  effects they cause. Not everyone suffers from side 
  effects. Rarely does a drug create more than one side 
  effect. If a character suffers from side effects, the 
  Storyteller can assign penalties to Tests. Drowsiness is a -
  1 to all Perception and Intelligence-based Tests. 
  Depression works as the Flaw. Dizziness is a -1 to 
  Dexterity and Perception-based Tests. Should the PCs 
  require require them, getting a nonrecreational 
  perscription drug requires an INT + Wild Card 
  (Streetwise) roll with two successes. If the character has 
  the Criminal Contact advantage, each level reduces the 
  Streetwise test penalty by one.
  Paranoia: PTSD, Obsessive/Compulsive, 
  Hysteria - These are anxiety disorders. They are
  treated with Librium, Xanax, or Valium. Xanax and 
  Valium are for lower levels of the Flaws. Valium is a 
  sedative which causes mild drowsiness. Xanax is a SSRI 
  (selective serotonin reuptake inhibitor) which causes 
  drowsiness, light-headedness, or depression. SSRI's also 
  negatively affect a person's ability to experience orgasm. 
  Schizophrenia: Thorazine is a low-powered 
  drug for schizophrenia, for those whose hallucinations 
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  are infrequent and/or mild. It causes dizziness or 
  blurred vision. Lethargy is common. Extreme cases are 
  treated with Haldol, which causes unfocused anxiety, 
  muscle stiffness, and tremors.
  Alcoholism: Valium is often used to take the 
  edge off withdrawal. 
  Insomnia: Self-medication is used (which 
  grants a shiny new Addiction Flaw), but the smart
  folks can get a prescription for Halcion. Halcion causes 
  dizziness, exhaustion, or headaches. 
  Depression: Prozac, the most widely 
  prescribed depression treatment in the world. Side 
  effects include insomnia and sexual dysfunction (the 
  character cannot climax). Serious side effects can 
  include hysteria and worse symptoms. Other SSRIs can 
  cause sexual dysfunction, a dull headache, or emotional 
  numbness. SSRIs can take several weeks to kick in. 
  Alternatives are Wellbutrin, which causes sleeplessness 
  and nervousness.
  Manic-Depression: Lithium is a "cure" for 
  bipolar disorder. It is effective, but causes diarrhea,
  dizziness, lethargy, nausea, and physical tremors.
  Notes on Madness in a 
  Roleplaying Game 
  Roleplaying a character in the Nasuverse 
  requires you to approach a fantastical and horrific 
  setting as though it were fully realistic, and it deserves a 
  mature roleplaying approach. Your character may have 
  superhuman abilities and be able to fling about bolts of 
  sorcerous energy, but he is still vulnerable to the same 
  stressors and pain that plague everyone else. 
  Someday your character could go mad forever. 
  If his Madness points ever equal his Will x 7, he is 
  permanently insane and must be removed from play. 
  Institutionalization is probably the best thing for him. 
  During this time, your Storyteller will run him as if he 
  were an NPC. While it's true that many villains are 
  insane, your character will probably not become a black 
  hat if he goes mad. 
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   Thank You
   I appreciate your taking a look at the Fate 
  Player's Guidebook.  I hope that you will find 
  some utility from it. I  think I'll keep this 
  conclusion to the Player's Guidebook short, so 
  here is where I will bid you farewell. 
   -Claude Smith, "Plaid_Knight" of 
  thejakeexperience.net
    Curtain Call: "Conclusion" /"Owari"
  101
  In the battleground, there is no place for hope. 
  What lies there is only cold despair and the sin called victory,  built 
  on the pain of the defeated. 
  The world remains as it is, human nature never changes, so it is 
  impossible to exist without battle. 
  In the end, killing is a necessary evil, and so it is best to end lives with 
  the best efficiency, in the least amount of time, with the least cost. 
  Call it neither foul nor nasty. Justice cannot save the world. It is 
  useless. 
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/Fate-Players-Guide.pdf