Arcane Power, A Venture City Power


Okay, so other than last week’s release of my book Archetypal Roles, I’ve been working on some materials for a game I’ll be running at my library.  Here’s a sneak peek:

Arcane Power

You understand how the fabric of reality is woven and can change the weave to suit your needs.

Basic Arcane Power:  You recognize the use of magic whenever it is used.  Just by observing an effect, you can tell what sort of magic was used.  In addition, you gain a +2 to Notice to determine who cast the spell.


Master Arcanist: You gain an additional +2 to Notice when examining magical effects.

Arcane Might: The world need not terrify you.  You can conjure using Lore as an overcome action to create a spell in the moment.  If you succeed with style, instead of gaining a boost you create a situational aspect with one free invoke.  The spell fades at the end of the scene, even if you didn’t use its aspect.

Nothing up My Sleeve: With the flick of the wrist and a few words, you can pull any number of useful items from somewhere else.  You can spend a fate point to create virtually anything that could be hidden on your person.

Common Power Synergies

Mystic: Your power comes from the hidden forces of the world and you can conjure up virtually anything from the energies underpinning reality revealed by your inner sight.

Intensive Study: Your powers are a result of mastery of obscure and occult texts few have ever laid eyes upon.


The magical world is invisible to those who do not know what arcane power looks like.  Thus, Everyone Thinks You React to Imaginative Figments.

Magic, like fire, behaves its own laws.  You’re Not Always in Control of the power you wield.

The source of your arcane power has a steep cost.  To maintain your power, you occasionally Must Make Unpleasant Sacrifices.

Collateral Damage

Tearing of the Weave: You reach with and grab hold of all the threads in your zone and shred them without concern.  Anyone within the zone suffers agonizing pain that prevents them from taking any action.  Nameless NPCs are knocked out while Named NPCs and PCs must make a Will check against a Good (+3) obstacle to prevent succumbing to the pain and taking a 2-point stress hit.

Primal Scream:  If you do not care who gets injured, you can unleash the full fury of the unseen power of magic.  The energy rips through you, dealing you a 2-point stress hit and wrecks the zone you’re in.  Anyone or thing in the zone must make a Physique roll against a Great (+4) obstacle or take a moderate consequence, nameless NPCs are killed instead.


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