Your First Power
Powers are fueled by playing cards in your Hand and putting them in the Discard Pile. If it is a Red Suit, the Power functions as normal. If it is a Black Suit, the power works, but Complications happen, with Complications being any sort of punishment for the character over playing their power. The default complication can always be used, unique to each power, but the Judge may swap in a more appropriate Complication as necessary. Some powers are passive and don't require Playing a Card to use. It is noted if Playing a Card is required to use a Power.
Each power can only be picked once in the party. No two characters may have the same starting power without the Judge's permission.
Pick a Power from the list below:
- Filthy Rich
- You have massive funds, an estate, or businesses that yield irregular amounts of money forever.
- Play a Card: You can buy any object or service so long as there is a seller willing to take your credit.
- Complication - Bad Credit
- If you played a Black Suit from your hand, this next purchase overextends your credit and for the rest of the Session; you will have to rely on your personal funds.
- You can buy any amount of Minor Items without spending a card.
- This doesn’t affect your ability to find goods to buy. Major items are still rare and if you can’t find it, you can’t buy it.
- Jack of All Trades
- You’ve done a little bit of everything in your past.
- Play a Card: You immediately gain an additional profession of your choice for one scene.
- Complication - Master of None
- If you played a Black Suit from your hand, failing any draws with the chosen profession removes it.
- The Devil’s Luck
- Things tend to work themselves out for you. But some say the Devil’s just biding his time.
- Play a Card: You can choose to win any Draw, if you place five Red Suits into your Discard Pile from your Deck. Reshuffle your deck afterwards.
- Complication - The Devil Gets His Due
- If you played a Black Suit from your hand, place five more Red Suits into your Discard Pile from your Deck. Reshuffle your deck afterwards.
- If you cannot place five Red Suits into your Discard Pile, you cannot use this power.
- Sorcerous Blood
- You possess ancient magical power over a domain, either through intuition or study of the old ways.
- Choose a domain. You can cast spells within the direct influence of that domain as long as you have at least one card in your Hand.
- Without this Power or similar Powers, you cannot cast spells or use Sorcery.
- Sorcery rules can be found here.
- Unlike every other power, multiple players can take this power.
- Oracle
- You have a sixth sense and can predict things before they happen with the help of outside spirits or your own precognitive power.
- The player is required to explain exactly how they are able to see into the future and the origins of their ability to the Judge.
- Play a Card: You spend a moment and focus on a specific question. The Judge gives you a note or whispers a clue to you and only you.
- Complication - Cassandra Complex
- Visions of the future are confusing and overwhelming at times. If you played a Black Suit from your hand, the Judge gives a simple image or word as a clue and nothing more.
- Hard-Bitten
- You’re tough like an old piece of leather.
- Play a Card: Immediately remove 1 Hit from your Character if you have no maims.
- Complication - It’s Worse Than you Thought
- In trying to tough it out you might have made things worse. If you played a Black Suit from your hand, pick up a maim at the end of the Scene.
- A Friend Indeed
- You know a few people in pretty much every town, hub and tavern. More than a few of them owe you a favor or would go out of their way to help you. While none of them would put their livelihoods at risk for you, overlooking some paperwork, or giving you information you might not have is highly likely.
- Play a Card: A character is added to the narrative by the Judge that you recognize and are on good terms with.
- The Judge chooses the kind of character when this power is invoked, and how that character can help you, as well as your history with that character. Input may be suggested by the player, however.
- This cannot be used in combat or in an isolated situation, where there are no other characters.
- Complication - A Friend In Need
- If you played a Black Suit from your Hand, you also have some debts to clear and no favors are likely without clearing those first.
- Airship Captain
- In lieu of a specific Power, you actually own the title to a licensed airship.
- Take "Familiar With my Own Airship" as a Talent.
- Go through the Vehicle section and work with the Judge to build an airship. It does not come with a crew.
- Shipbuilding rules can be found here.
- This can be changed to a train, ship, or other vessel at the Judge's discretion.
- Reputation
- You have a name for yourself. People know of your exploits and your deeds precede you.
- Choose a title, like Brand the Butcher, or Helena Half-grin as well as a small story describing how you earned your rep.
- Play a Card: Your reputation precedes you and people in this scene recognize you, with or without an introduction. They will offer help out of respect or appreciation of your actions.
- Complication - Infamy
- If you played a Black Suit from your Hand, your infamy precedes you. Some people in this scene recognize you and will give up uncertain help if pressed or intimidated. They most likely have been directly or indirectly hurt by your actions and are only cooperating out of fear.
- Something a little different…
- With the Judge's permission, work with your Judge to see if you can custom tailor a first power to your liking.
- This power should be on par in strength and scope to those available above or for purchase here.
Next, Pick a Name and Inventory