Better Lucky Than Good: Because I am unusually lucky, whenever I make a 4dF resolution roll and the result is 0 0 0 0 (all blanks) I treat the outcome as if I had rolled + + + + (all pluses).
Charmed Existence: Because I lead a charmed existence, whenever I roll - - - - (all minuses) on 4dF I treat it as if I rolled 0 0 0 0 (all blanks).
Cloud Step: Because I have mastered a mystic discipline, I may defy the normal bonds of the earth to float upon the wind and available contact points as if I weighed no more than a feather. I am never harmed or unduly inconvenienced by falling, even if I am unconscious. However this effect is temporarily cancelled if I am encumbered or anchored by more than half my own body weight.
Companion's Senses: Because I share a mystical bond with my animal companion, I may spend a Fate point to share their senses for a scene at a range of a few dozen miles. This allows me to witness events through the senses of my companion as if I were present. This can be detected by others with appropriate senses as a Quick + Primal overcome action vs a Fantastic (+6) difficulty.
Control Aquatic Creatures: Because I can control aquatic creatures, I can justify using Primal to have social encounters with aquatic creatures as if I share a language with them, and under most circumstances they are generally friendly to me. I also gain +1 to create advantages related to gaining aid or cooperation from aquatic creatures.
Detect Evil: Because I am sensitive to ethical and moral propensities, I am able to sense strong concentrations of immorality and evilness in individuals, objects, and areas from six (6) zones away even if the source is not detectable to my other senses. Additionally, I gain +2 to notice relevant concentrations of evil while Focused.
Detect Good: Because I am sensitive to ethical and moral propensities, I am able to sense strong concentrations of virtue and goodness in individuals, objects, and areas from six (6) zones away even if the source in not detectable to my other senses. Additionally, I gain +2 to notice relevant concentrations of goodness while Focused.
Fated Fortune: Because I thrive under pressure, when I spend a fate point to invoke one of my Aspects I gain a +3 bonus instead of a +2 bonus.
Favored By Fortune: Because I am unusually lucky, I add +1 shift to my total whenever I make a 4dF resolution roll and there are no minuses (-) in the result.
Firebreath (-3): Because I am able to expel a cone of burning flame from my mouth, I gain +2 to make a special flaming breath attack affecting all targets in my zone without having to split my shifts between them. This attack is non-discriminatory, and often causes collateral damage.
Globe Of Invulnerability: Because I have mastered a potent magical discipline, when I am Carefully Arcane I can spend a Fate point to allow create an advantage to add the situational Aspect Globe Of Invulnerability with two (2) invokes to myself for the remainder of the scene (and perhaps longer). I can add more invokes to this Aspect by being Carefully Arcane and creating an advantage against a difficulty of Great (+4). While this Aspect is available I can invoke it to use Carefully Arcane to defend against any kind of attack affecting me or the area immediately around me (including any allies). This Aspect can be overcome and removed by a character with Arcane, Divine, or Primal of +4 or higher opposed by a Legendary (+8) difficulty.
This
stunt
requires
Arcane
+4
or better to use.
Globe Of Invulnerability (-2): Because I have mastered a potent magical discipline, when I am Carefully Arcane I can spend a Fate point to allow create an advantage to add the situational Aspect Globe Of Invulnerability with three (3) free invokes to myself for the remainder of the scene (and perhaps longer). I can add more invokes to this Aspect by being Carefully Arcane and creating an advantage against a difficulty of Great (+4). While this Aspect is available I can invoke it to use Carefully Arcane to defend against any kind of attack affecting me or the area immediately around me (including any allies). This Aspect can be overcome and removed by a character with Arcane, Divine, or Primal of +6 or higher opposed by a Wondrous (+10) difficulty.
This
stunt
requires
Arcane
+6
or better to use.
Heed Me!: Because I have a magical knack that allows me to augment my spoken voice with enchanting magics I may use Arcane for social interactions if I can talk and my target can hear me. I am resisted by Arcane when I do so. This is a form of mind-affecting magic.
This
stunt
requires
Arcane
+1
or better to use.
Reflect Magic: Because I am able to reflect magic to protect myself, once per scene if I am the target of a spell and I am aware of it I may overcome the same difficulty required to cast the spell while Quickly Focused; however I suffer a -2 penalty to my roll. If I am successful the spell has no effect on me and I turn the spell back upon its caster, against whom the spell has its full normal effect.
Reflect Magic (-2): Because I am able to reflect magic to protect myself, once per exchange if I am the target of a spell and I am aware of it I may overcome the same difficulty required to cast the spell while Quickly Focused; however I suffer a -2 penalty to my roll. If I am successful the spell has no effect on me and I turn the spell back upon its caster, against whom the spell has its full normal effect.
Retribution: Because my retribution is terrible when I succesfully attack an opponent who has inflicted stress or consequences upon me in the current conflict I inflict +1 shift more damage and this damage cannot be reduced.
Reverberation: Because I know many Words of Power, if I am currently able to speak as a non-action I may spend a Fate point to utter a Word and immediately remove from play any one situational Aspect in my zone or an adjacent zone with a difficulty of Legendary (+8) or less to overcome. Though there is no 4dF roll involved, I am considered to be acting in a Flashily Arcane manner when I do this and the reverberations of the Word are very noticeable.
Secret Signs: Because I have an unusual mystical talent I sometimes see signs, portents, and sigils that provide me with information about the present or near future that I could not possibly know otherwise. I gain +2 while I am Focused and create advantage when I attempt to discover or notice some detail, fact, Aspect, or truth about the scene, or a person or group in it, even if it would not normally be possible for me to know or detect this information with merely mundane senses.
Slip Away (-2): Because I am excellent at getting away with it and slipping away unseen, if there is a momentary distraction or opportunity I may spend a Fate point to immediately exit the scene by means appropriate to the narrative such as slippling away into a crowd, or through a hidden door to a secret escape hatch I happened to know about, or by using a magic item I happened to have, etc. I cannot be pursued in the current scene.
Sudden Slumber: Because I have mastered a magical talent from olden times, once per session I can put any number of nameless mooks who lack consequence slots in my zone or an adjacent zone to sleep. I may affect additional contiguous zones by spending a Fate point per additional zone. To do this I must use Carefully Arcane to create the advantage Sleep Now My Pretties against an Average (+1) difficulty. Those affected will sleep artificially deeply, and resist being woken for the remainder of the scene; someone trying to wake a victim must overcome a difficulty equal to Average (+1) plus my margin of success.
Superior Senses (-2): Because I perceive the world via superior senses I can see perfectly in total darkness, even if I am 'blinded'. Additionally, I can sense invisibile things that are near me; I gain +2 while Focused to overcome any Aspect related to invisibility or a similar effect within my zone.
Universal Linguist: Because I have a special ability with languages, I can fluently speak and understand any spoken language I encounter.
Wild Shape (-2)
Because I have the ability to change into the form of any normal animal of my choice,
I may spend a Fate point to temporarily assume an animal form. My trappings magically
change with me and are unavailable until I return to my normal form.
When I change forms I move all of my Approach bonuses to a disposition relevant
to the animal form I am assuming, and I move all of my Archetype bonuses to Focused
(leaving all of my other Archetypes at +0). This lasts for an entire scene unless
I choose to return to normal, which ends the effect. Additionally, I may spend another
Fate point to assume a different animal's form, and I do not have to first change
back to normal.
When I change forms I gain an additional Aspect named for the animal form I have
assumed which I can invoke when my current animal form is relevant, and which can
be compelled whenever my animal form or lack of humanoid anatomy might inconvenience
me.
If the animal form I change into has natural weapons I may use Focused in place
of Combatives while in a physical conflict.
If the animal form I change into has an unusual form of movement, such as the flight
of a bird, the running of a wolf, or the swimming of a shark then I gain that mode
of movement while I am in that form as well, at the GM's discretion.
If the animal form I change into has an unusual or extra keen sense, such as the
low light vision of a cat, the olfactory senses of a canine, or the echolocation
of a bat then I gain that sense while I am in that form as well, at the GM's discretion.
This
stunt
requires
Primal
+1
or better to use.
Willful Invisibility: Because I can turn invisibile at will, if I do not attack or create advantage in an exchange I may place the situational Aspect 'Invisible' on myself as a free action that takes no time before or after my normal action. If I attack or create advantage while invisible, this Aspect is immediately removed and I become visibile for at least one (1) exchange before I am able to use this ability to become invisible again. My innate invisibility can be temporarily neutralized by those with unusual senses or magic or special items creating an applicable advantage; the difficulty to do so is Superb (+5). It can also be overcome and thus removed by some abilities that explicitly counter invisibility or dispel magic; the difficulty to do so is Fantastic (+6).
Will To Power: Because my will to push forward to victory is absolute, once per session I may gain +4 when attempting to overcome any one (1) situational Aspect in my zone or an adjacent zone.