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Hermetic Magic
Clairvoyant
Faith
Fae only
Glamourite (Fae only)
Ambassador (Fae only)
Artificer (Fae only)
Mortal only
Spiritualist or Medium (human only)
Conduit (human only)
Aetherite Inventor (human only)
D
Faith
In the age of steam and smog, when reason and invention march proudly under banners of progress, faith has found strange new footing. Acts of divine power or something that passes for such are whispered of in alley and chapel alike. From the gutter preacher healing with a touch, to the weeping nun whose tears turn water to wine, London hums with unholy wonders. For those who wield such power, the line between miracle and blasphemy is as thin as a razor’s edge. A single unbidden act might see them cast out, hunted, or worse studied.
Major and minor acts of faith can be performed by those of any belief system, drawing power from the user’s own conviction. While one might expect the world’s religions to embrace such living proof of belief, in truth these modern miracles have caused no small amount of turmoil. It is rarely the high clergy who perform them, but rather the common faithful—an unsettling fact that undermines established authority.
The great acts of faith are seldom grand gestures of conversion or benevolence; more often, they are deeply personal, sometimes even selfish. Many theologians argue that such power cannot truly come from God at all, but from darker sources—devilry masquerading as devotion. As a result, most organised religions view faith-miracles with suspicion, believing they cheapen the sanctity of ancient wonders.
To perform an unapproved miracle is often enough to see one cast out of the clergy. Thus, those who wield faith walk a perilous line between miracle and blasphemy—a tension that colours every act they undertake.
Acceptance
Most people with this gift keep it very quiet hoping to avoid militant religious groups reactions for good or bad. Some have started breakaway religions in the past to be violently put down. So most live in fear and conflict often not utilising their gifts.
System
Requirements
Skill: Faith at least 2 and normally Theology(specific) as well.
Needs a list of 10 tenants of your faith, breaking these can lead to loss in faith.
You know all major acts of faith at start after initial merit purchase. You know Faith rating number of minor acts these increase and decrease with Faith skill rating. Cost for minor acts determines quintessence cost.
Merit: Faith
Attempting any major act immediately brings about a test of Faith you must succeed in a Resolve +Faith roll at the difficulty mentioned. A failure looses you a point of faith. Breaching any of the Tenants of your faith causes a test of faith difficulty your ranking in Faith adjusted by a penalty of 0-5 depending on the severity of the breach. If your Faith falls to one point you loose all access to Major acts of faith until your faith is restored to two.
Blessings roll Resolve + Faith
Christianity
Tenants
- I am the Lord your God: you shall have no other gods but me.
- You shall not make for yourself any idol.
- You shall not dishonour the name of the Lord your God.
- Remember the Sabbath and keep it holy.
- Honour your father and mother.
- You shall not commit murder.
- You shall not commit adultery.
- You shall not steal.
- You shall not be a false witness.
- You shall not covet anything which belongs to your neighbour.
Miracles (Major acts of Faith)
Lay on hands
You heal one person of all that ails them. This includes wounds, diseases and afflictions.
Test of faith 5
Water to Wine
Any container of water that you touch for the next minute becomes a container of good quality red wine.
Test of Faith 5
Feed the Masses
With just one or two large items of food in your hands you can spilt either into two, each piece is the same size as the original and can be split again by others up to 13 times or until 10 minutes have passed.
Test of Faith 6
Revive the dead
Touch the whole or near whole body of someone who has been dead less than three days to return them to life with no memory of what happened since their death.
Very hard test of faith 7
Calm the storm
Bring a end to any storm or bad weather bring calm.
Test of Faith 6
Resurrection
After being dead for three days you arise
Test of Faith 8
Walking on water
You can walk on water.
Test of Faith 4
Blessings (minor acts of Faith)
Exorcism
Cost: Variable dependant on spirits capability typically 1-3
Range: 10 yards
Difficulty: Resistance roll Presence + Faith vs Possession power
Duration: Concentration
Cast out a possessing being in an opposed roll, no test of faith. If successful the being is forced to leave the host, if bound to the host causes the spirit to be disrupted.
Bless
Cost: 1
Range: touch
Difficulty: 3
Duration: Until the next sunrise
Allows one reroll to any roll other than faith at any point to anyone blessed until the next sunrise.
Protection against the Dead / Aether / Spirits of the Land (each purchased separately)
Cost: 2
Range: 10 yards +5 per extra cost
Difficulty: 3
Duration: Days
You Bless an area to protect it from intrusion, when a spirit thus effected attempts to enter the area they must resist with a difficulty of 2 + successes or be unable to enter.
Defy Pain
Cost: 2
Range: Self
Difficulty: 1
Duration: Rounds
You summon your faith and deny the power of your wounds. For the duration of this effect you suffer no wound penalties.
Guide my hand
Cost: 1
Range: self
Difficulty: 0
Duration: One roll
You prey for assistance. This can only be done once per day or night. It allows you to add successes rolled to any other skill roll you make other than faith. Note you cannot use this on skills that you do not have at least 1 rank in or without the appropriate speciality.
Halt unholy
Cost: 2
Range: 2-10 yards
Difficulty: 1
Duration: rounds
You present a symbol of your faith towards a spirit in the physical realm (by any means) and loudly prey or read scripture. If the spirit fails to resist they or the object they are contained in cannot get any closer or attack you.
Note spirits are often contained in clockwork limbs, some technology and certainly Spirit riders or the possessed.
Cease your witchcraft
Cost: 2
Range: 20 yards
Difficulty: 0
Duration: instant
You can halt any supernatural effect started in your presence when prepared. For instant effects you must have a held action or beaten the caster in initiative. For effects that take rounds or more these can be interrupted later.
Your rolls successes remove successes from the effect on a one for one ratio. If you equal or exceed their total success their supernatural effect fails.
Believe in me
Cost: 2
Range: touch
Difficulty: 1
Duration: 1 day or night
This Blessing confers one additional die to the target for attempts to resist mind-controlling magics, and attempts at coercion or torture.
The Craft (witchcraft)
Tenants
- Never openly reveal your craft or identity to outsiders.
- Share knowledge only with those proven trustworthy.
- Acknowledge nature’s power and spirits of the land; treat them with reverence and gratitude.
- Always ask permission before taking herbs or natural objects for magic.
- Harming others intentionally is dangerous as curses return upon the caster.
- Dedicate yourself to lifelong learning, particularly herbalism, astronomy, astrology, folklore, and ancient wisdom passed down orally.
- Help those who sincerely seek your wisdom or healing; avoid aiding those motivated by greed or cruelty.
- Never give your true name to one you do not trust. What is named is bound; what is spoken is shaped. Let your words be sharp, few, and well-meant.
- The earth gives freely, but not without notice. If you take, repay. If you ask, mean it. Nothing is ever truly free in this world or the next.
- Oaths spoken where paths meet are bound in shadow and smoke. If you promise something at the edge of things, it must be kept.
Mystical forces (Major acts of Faith)
Cure
You heal on person of all that ails them. This includes wounds, diseases and afflictions.
Test of faith 5
Command the Spirit
Summon a great spirit of the land and have them do one service for you. They will resent the command but may forgive if the command is worthy and they are treated with all honour and respect.
Test of Faith 8
Reversal of Misfortune
You gift someone with a sudden, inexplicable resolution of dire situations such as poverty, unjust imprisonment. Cancelling one Flaw based on misfortune in any way this can include birth. For those with out any such flaw this restores any luck burnt or lost over the course of the targets life until the target is at Luck 1.
Test of Faith 6
Manifest
Pull one ghost into the real world as a translucent presence for a scene provided it stays within your circle of salt. The circle must be at the ghosts location and you must know the ghosts name.
Test of faith 5
Call the storm
Call up a real storm, likely to involve ritual, dance and performed from a sacred circle. The very real storm of a maximum potency of what could be expected every 50 years in the place of summoning.
Test of Faith 6
Total Protection
You cannot be harmed by any means for the next 5 minutes. Total immunity to damage including environmental. You can still be held or imprisoned.
Test of Faith 8
Blight
Choose one flaw you afflict this flaw on one unworthy being. They suffer under this flaw until they have righted a wrong done by them specified by the caster.
Test of Faith 4
Gifts (minor acts of Faith)
The Eye
Cost: 2
Range: 10 yards
Difficulty: 3
Duration: Concentration
Give some one the eye, while you continue line of sight on them they suffer one black dice on all rolls.
Luck
Cost: 1
Range: touch
Difficulty: 2
Duration: Until the next sunrise
The targets luck is considered either 1 or +1 until the next sunrise or sunset, which ever is better.
Protection against the Dead / Aether / Spirits of the Land (each purchased separately)
Cost: 2
Range: 10 yards +5 per extra cost
Difficulty: 2
Duration: Days
You Bless an area to protect it from intrusion, when a spirit thus effected attempts to enter the area they must resist with a difficulty of 2 + successes or be unable to enter.
Nightmares
Cost: 2
Range: Touch
Difficulty: 1
Duration: Days
You touch one person, from that moment on until this effect ends they will not sleep well. When they attempt to sleep their sleeping mind will be filled with nightmares of anything they may feel guilty about. Over time lack of good sleep will make day to day life challenging with penalties up to 3 black dice for appropriate tasks.
Longevity
Cost: 1
Range: self
Difficulty: 0
Duration: 10 years
You extend your lifespan by 10 years, you still physically age during your extended lifespan but will not die. You are meant to stay here for longer. If you loose access to this gift its effect ends. If the effect ends you are considered the age you were when it was first used even if you look much older. This can only be cast once every 10 years.
Fertility
Cost: 2
Range: touch
Difficulty: 1
Duration: one cycle of the moon
You anoint the sex of a person or animal. They will then be either fertile or infertile, your choice.
True name
Cost: 2
Range: touch
Difficulty: 4 (2 for self)
Duration: instant
You reach in to someone or yourself and find their or your true name. You need to know your true name to practice the tenets of the craft so this is always the first gift chosen. If you know someone elses true name you always have a +1 dice favourable to your self modifier when dealing with them. This modifier can be applied once a scene for each point of Faith you have.
Harmony
Cost: 2
Range: touch one residence
Difficulty: 1
Duration: one cycle of the moon
This Gift confers one additional die in attempts to resist any negative effects to the owners or occupiers of a home when they are in said home.
Clairvoyant
To most Londoners of 1870, a clairvoyant is a parlour curiosity, a carnival trickster, or a fraud in velvet gloves. But to those who walk closer to the shadows, the truth is far stranger. A clairvoyant is one whose sight extends beyond the common senses — a mind bent into unnatural shapes that perceive what should remain unseen.
Unlike the mesmerists or stage-magicians, true clairvoyants avoid the limelight. Their talents sit uneasily in the age of gaslight and industry. Few dare admit openly to such gifts: they are too easily mistaken for charlatans, witches, or worse. And yet — behind closed doors, in drawing rooms and back alleys, they are consulted by politicians, criminals and even men of science.
Very few even amongst the Clairvoyants them selves know the full extent of Clairvoyant Talents but the experts divide Clairvoyants into the five talents..
- Psychometry - Reading objects
- Seer - Locating and dreams
- Auger- Seeing what is to come, the designs of the universe
- Cryptaesthesia - Extra sensory perception
- Telaesthesia- Remote viewing
Perception enhancing to self only.
Acceptance
This rare talent is formally unknown, some know of psychics but there is a blurry line concerning other magics, con artists and actual talent. Those Clairvoyants out there are good at avoiding scrutiny but might assist others providing not to many questions are asked.
System
Rolls Clairvoyant skill
Cost in Quintessence.
Unless noted each Talent use takes one action.
Each Talent in a Talent tree must be purchased individually for its cost and must have at least one talent leading to it where applicable.
Psychometry
Reading objects
graph TD; id1((Item Read)) --> id2((Aura Read)); id1((Item Read)) --> id3((Location Read)); id1((Item Read)) --> id7((Script Read)); id2((Aura Read)) --> id4((Knowing History)); id2((Aura Read)) --> id5((Mob Read)); id2((Aura Read)) --> id6((Read Lattice));
Item Read
Cost : 1
Difficulty: +1 per person to have touched the item after the first
Range: Touch
A feeling of the recent past of an object. reading a knife used in a murder can be traumatic. You gain a broad empathic feeling of what the object has been used for when the last person touched it. you can reach further back at increased difficulty. Can be used with Aura read to get a understanding of the last person to touch the objects feelings at the time.
Script read
Cost : 1
Difficulty: Variable dependant on successes of Cryptologist / magic user on creation.
Range: Sight, you must be able to make out all the characters.
Written text reveals its hidden meanings, secret authorship, or magical tampering when viewed by the clairvoyant. Automatically detects forgeries, hidden ink, or cursed glyphs.
Aura Read
Cost : 1
Difficulty: 0
Range: 10 yards
Effects one person, get a good understanding or their mood and motivations at the moment. This comes to the Clairvoyant as a empathic feeling of being that person. Knowledgeable observers might be able to see a matching of body language between the Clairvoyant and their target. Adds a +4 bonus to Empathy rolled in relation to that target.
Mob Read
Cost : 2
Difficulty: 0
Range: 30 yards
Gives you insight into the mood of a group of people giving you insight into how to manage them. (used to counter 2 black dice penalties of social interactions with the mob)
Location Read
Cost : 1
Difficulty: Can be opposed by local spirit (if exists)
Range: Touch
Gives you insight into the feeling of a place a house or room. Have people been happy here, has there been a death here recently. Successes determine detail and how many years your insights cover.
Read the Lattice
Cost : 2
Difficulty: 0 -3 dependant on how crowded the area is.
Range: 10 yards
Sees the flow of energy between people — connections of love, hate, blood, magic, or fate appear as threads of light or shadow.
Know Living History
Cost : 2
Difficulty: 0 - One hour, 1 a day, 3 a week.
Range: 10 yards
This ability allows a clairvoyant to see the recent past of a living being. A successful roll grants knowledge of recent events occurring around the person being studied. The nature of the knowledge gleaned from such an observation is often incomplete, fragmented, and coloured by the studied person’s emotions. Often the information is trivial and not of obvious use.
Seer
Locating and dreams
graph TD; id1((Track unseen)) --> id2((Dowsing)); id2((Dowsing)) --> id4((Locate person)); id4((Locate Person)) --> id5((Mind barrier)); id9((Sleeping eyes)) --> id5((Mind barrier)); id6((Dreamwalker)) --> id9((Sleeping Eyes)); id6((Dreamwalker)) --> id10((Dreaming mirror));
Track the Unseen
Cost : 1
Difficulty: 0
Range: unlimited
You can track a being or item from a single mark it has left behind providing it has not been disturbed. Much like a bloodhound tracking a scent. A roll grants one hour of tracking, you will not loose the tracks but your tracking skill roll will determine how well you follow them.
Dowsing
Cost : 1
Difficulty: 0 for common substances (water), 4 for rare substances (gold)
Range: 1 mile
Locate non living materials, using a simple set of rods or balancing poles. The instrument will point towards the material you focus on, giving simple direction.
Locate Person
Cost : 2
Difficulty: 1-3 depending on the strength on connection between the person and their object.
Range: unlimited
With a important item from the target small enough to be suspended from a line and a map you can locate the target in a rough area. With greater proficiency comes greater accuracy, A beginner might narrow it down to one side of London (on a London map) someone more experienced could narrow it down to three or four streets.
Dream walker
Cost : 2
Difficulty: 0 subject protections can change this
Range: Touch
On touching a sleeping person you can observe their dreams. this may give you some insight into a person.
Sleeping Eyes
Cost : 2
Difficulty: 0 subject protections can change this
Range: 30 yards
You can see through the eyes and hear through the ears of sleeping people or animals nearby, without their awareness. People observing targets sleeping may notice them open their eyes.
Dreaming Mirror
Cost : 3
Difficulty: 0 subject protections can change this
Range: unlimited
At night, the clairvoyant enters a shared dreamscape linked to a target providing both sleep at the same time. The clairvoyant must be holding a item important to the other and must sleep facing a mirror. Can be used for verbal communication.
Mind Barrier
Cost: 2
Range: Self
The clairvoyant can protect herself from supernatural intrusion. Whenever someone tries to gain information from her through supernatural, the clairvoyant can instantly detect this and put up a barrier, providing she can pay the quintessence cost. The successes that a clairvoyant makes when using this ability are subtracted from her opponent’s successes. Should her opponent still have successes remaining then the Mind Barrier fails.
Auger
Seeing what is to come the designs of the universe
graph TD; id1((Always Ready)) --> id2((Time Sense)); id1((Always Ready)) --> id3((Read a persons future)); id2((Time sense)) --> id4((Syncronise)); id3((Read a persons future)) --> id5((Blood Omen)); id5((Blood Omen)) --> id6((Glance forward)); id3((Read a persons future)) --> id7((Pivotable moment)); id7((Pivotable moment)) --> id6((Glance forward));
Always ready
Cost : 1
Difficulty: 0
Range: 30 yards
Cannot be surprised, you live a moment in the future while you concentrate. Giving a bonus to initiative of successes but a 2 black dice penalty to all actions that can effect others. (dodge fine, shooting not). Concentration can be broken by injury or distraction and requires a Concentration skill roll to maintain with a appropriate difficulty. If concentration is broken this talent will need to be restart from scratch and the cost paid again.
Time Sense
Cost : 1
Difficulty: 0
Range: Self
You always know what time it is, and always know how much time has elapsed between the present and the last time you checked. You add +2 dice on any roll involving precise timing, such as using the Demolitions skill. Lasts from Dawn to Dawn.
Synchronise
Cost : 1
Difficulty: 0
Range: 30 yards
The clairvoyant is attuned to the rhythm of time itself, not merely its passage. They can stabilize and synchronize actions, people, or mechanisms to operate in perfect temporal harmony. When working with other people/beings/automated equipment you gain +1 teamwork bonus per success on all rolls were you coordinate actions for the next hour.
Read a persons future
Cost : 2
Difficulty: 0
Range: 30 yards
Often worked via tarot, palm reading or astrological charts.
You get vague impressions of the persons future in relation to one question they ask you. Takes a minimum of 5 minutes but likely to take longer. Gain vague insight tied to a specific question. 1 success = symbolism; 3+ = actionable warning.
Blood Omen
Cost : 2
Difficulty: 0 clovers One minute, 1- An hour, 2 a day, 3 a week
Range: 30 yards
The clairvoyant senses when blood will soon be spilled — murder, violence, sacrifice — within a certain radius. Greater successes narrow down the precise area the event will occur.
Pivotable Moment
Cost : 2
Difficulty: 0
Range: 30 yards
The clairvoyant can detect moments of transition — when one person is about to make a pivotal decision or shift roles (e.g., murderer, traitor, prophet). Lasts a day or until LOS is broken for more than a few moments. Great for stepping in at the right time to help them make that decision.
Glance Forward
Cost : 3
Difficulty: 2
Range: 30 yards
You take a glance at the future. The GM will describe to the best of their knowledge what they expect to happen in the next three initiatives.
Cryptaesthesia
ESP
graph TD; id1((Direction Sense)) --> id2((Spatial Overlay)); id2((Spatial Overlay)) --> id4((Dimensional Intuition)); id7((Perceptive Leap)) --> id4((Dimensional Intuition)); id4((Dimensional Intuition)) --> id7((Perceptive Leap)); id3((Clearsight)) --> id6((Detail view)); id6((Detail view)) --> id7((Perceptive Leap)); id3((Clearsight)) --> id8((Knowall));
Direction sense
Cost : 1
Difficulty: 0
Range: self
You always know where North is and can orient yourself easily without any external cues. +2 to Navigation rolls. Lasts from dawn to dawn.
Spatial Overlay
Cost : 1
Difficulty: 0
Range: 30 yards
Your mind overlays a simplified map of your immediate environment — doorways, hallways, stairs, elevation — in your field of vision. - Throwing objects blind, measuring sight lines, aiming ricochets, predicting movement.
A visualized “math sense” overlaid on the world.
Can counter two black dice of aiming penalties produced by cover or movement. Lasts a scene.
Dimensional Intuition
Cost : 2
Difficulty: 0
Range: 30 yards
You perceive invisible geometric relationships between people and objects — distances, angles, vectors — with uncanny accuracy.
+1 dice to any aimed ranged attack or Drive / piloting roll.
+2 to Any practical use of Science, Medicine, Engineering or Ad-hoc repair.
Lasts one scene.
Clear Sight
Cost : 2
Difficulty: 0
Range: 30 yards
You can see people and things as they really are. You gain successes bonus dice to seeing through disguises. If your successes exceed a illusion/ magical concealment you can tell what lies beneath.
Detail view
Cost : 1
Difficulty: 0
Range: 10 yards
The clairvoyant can peer into impossibly small details from a distance as if they held a magnifying glass to their point of interest. You loose all visual situational awareness while doing so. Lasts up to 5 minutes.
Perceptive leap
Cost : 2
Difficulty: 0
Range: 30 yards
Given time, about 10 seconds to observe a scene or a person you can observe what others might notice with an hour of unlimited studying of the subject/ area.
Know all
Cost : 3
Difficulty: 0
Range: 30 yards
The clairvoyant can sense all sentient beings within a certain radius, including hidden individuals, illusions, or magically concealed minds. lasts one initiative per success.
Telaesthesia
Remote viewing
graph TD; id1((Second Sight)) --> id2((Remote sight)); id1((Second Sight)) --> id3((Share Sight)); id2((Remote Sight)) --> id4((Tethered Eye)); id4((Tethered Eye)) --> id5((Astral Projection)); id3((Shared Sight)) --> id6((A thousand Eyes)); id6((A thousand Eyes)) --> id9((Possession));
Second Sight
Cost: 1
Range: 30 yards
Difficulty: 0
Duration: minutes
By meditation you can extend your sight outside of your body to any place you can see
Remote Sight
Cost : 2
Difficulty: 0
Range: Variable
The clairvoyant may project her vision through physical barriers. The clairvoyant can see through barriers up to 10 feet per success (so if the clairvoyant got 3 successes then she could see up to 30 feet away). This ability makes objects transparent, not invisible to the clairvoyant, so it’s possible to analyse the contents of a locked chest or an adjoining room. Items viewed are also transparent (+1 black dice to perception) this makes reading and colour detection impossible.
Share Sight
Cost: 2
range: Touch
Duration: Minutes
When applied to two people it allows one to see what the other sees. The Clairvoyant is always the receiver. The effect lasts for a number of minutes equal to the Clairvoyant Resolve +1.
Tethered Eye
Cost : 2
Difficulty: 0
Range: touch
The clairvoyant can imbue an object (like a coin, eye pendant, or feather) with their sight, seeing what it sees. Lasts one initiative per success.
A thousand eyes
Cost : 3
Difficulty: 0
Range: 100 yards
The clairvoyant briefly perceives through the eyes of others in an area — beggars, birds, rats, children — piecing together a composite view. Vague and chaotic but effective for gathering situational awareness or seeing crimes unfold. Lasts one entire initiative the clairvoyant can do nothing else.
Astral Projection
Cost : 3
Difficulty: 0
Range: 30 yards
The clairvoyant separates their spirit from their body to roam unseen across physical distances. When you have left your body it appears unconscious and stops breathing you must return quickly or suffer oxygen deprivation or even death. You see the world as it is but can travel at great speeds (200 MPH) and are not obstructed by physical objects but maybe by anything supernatural. Lasts 1 minute per success but you may start taking damage after 3 minutes.
Possession
Cost : 4
Difficulty: 0 opposed by targets resolve
Range: 30 yards
For a matter of seconds you can jump into another's body. You will fall to the ground unconscious and hold control of their body for successes actions. This can be resisted against your successes.