Powers – Synthesis and Technosmithing

New Meta-Power Advantages

Bundled Advantages

A group of Power Advantages may be bundled together. All of the Powers in a bundle must share the same Power Source; otherwise they retain their individual Activation costs and other attributes. A primary Power must be chosen for the bundle – this is usually, but not always, the most expensive Power in the bundle (in terms of either AP cost or activation). Unlike Linked Advantages, all of the powers are not activated in the same action; instead, the primary power must be activated first. Each additional Power within the bundle is likewise assigned a sequence that it must be used in. The bundle’s overall AP cost is reduced by 2 AP per additional Power in the bundle, but the cost of any individual Power has a minimum cost of 1 (i.e., you can’t bundle a 3 AP power and three 2 AP powers and get the bundle for free – the bundle’s cost would be 4 AP). The additional powers gain the Limitation X Must Be Activated to Activate.  Note that Powers within an Advantage bundle may not be Linked together, but primary Powers between two different bundles may be Linked.



Control (Reality Sub-Domains)
Power Aspect: Dream Magic
Power Source: The River
Affinity Ability: Dream
AP Cost: 3
Base Activation Difficulty: 4
Activation Time: Special (see blow)
Limitations: Subdomain (By Eminence), No Rotes

Synthesis is the ability to actively channel the River of Dream’s energy into the physical world, creating a melding of the worlds of flesh and spirit. It is a modified version of the Control Metapower (SoP pg. 153), allowing reality control within sub-domains called Eminences. Eminences represent concepts and spheres of influence within the River of Dream, and Synthesis  allows changing reality within these Eminences.  All existing uses of Control are possible with Synthesis, provided that the end effect can be described within the context of one or more Eminences that the character possesses.

In order to use Synthesis, the character states the effect and the activation difficulty is set. Typically, the user must enter a trance-like lucid dreaming state which is represented by using Focused Control (SoP pg. 159). However, if the player chooses they may add +2 to the activation difficulty to activate as a simple action; +4 to activate as a free action; or +6 to activate as a free action on someone else’s turn. The intent to activate using Focused control, as a simple action or as free action must be stated beforehand, and the decision to do so cannot be changed. Once the difficulty is set, the character pays a Fate Point per roll per the Focused Control rules. Failure to activate Synthesis results in backlash to the character’s Equilibrium stress track, also per the Focused Control rules.
It is possible to attempt to combine two Eminence Aspects  into one effect. A main Eminence must be decided on to drive the effect; the secondary Eminence restricts the secondary ability. The activation difficulty for the effect is increased by 2.

Rotes, as defined under the Control rules, do not exist. The concept of Aspects from Tribe 8 has been renamed to Rotes to avoid confusion, but fulfill the same role – formulaic applications of Synthesis that are defined, predictable and do not cause backlash when used. In effect, Rotes are individual Powers that have a common Power Source with Synthesis. See the section on Rotes below for more information.

Additional Modifiers

Fatimas: Due to their powerful presence in the River of Dream, Fatimas can make it easier or harder to use Synthesis at will. Any Fatima within one zone of a Synthesis user can increase or decrease their activation difficulty by up to 2. Modifiers from multiple Fatimas stack. So if Dahlia wants a Fallen character to use their Synthesis and sets a -2 activation difficulty, but Tera Sheba and Baba Yaga are both in the same zone and oppose it for +2 each, the net activation roll is increased by 2.

Serfs: The Activation difficulty of a Synthesis roll is increased by 1 against Serfs due to their tainted nature. If Z’bri are within one Zone as the Serfs, use the Z’bri’s modifier instead.
Squats: Synthesis users can invoke or compel a Squat’s Disconnected from Dreams aspect for free to get a bonus or reroll on the Synthesis effect.
Z’bri: Synthesis use within the same Zone as one or more Z’bri automatically receives a +2 to the activation difficulty, due to their Awakened By the Seed Aspect. This modifier does not stack when multiple Z’bri are present.
Spin on a Synthesis activation roll results in one of the following, in this order of preference:

  • If applicable, the duration of the effect increases a number of steps equal to the margin of success (i.e., 3 over the activation difficulty lasts one hour, 4 lasts a day).
  • If applicable, any appropriate attributes of the effect (size, potency, Edge, etc.) are increased by 2.
  • Some beneficial side effect, such as an Aspect related to the effect being placed on the zone, occurs.

Example Eminence Effects

Eminence Example Effects
Capriciousness Confuse someone’s senses.
Cause someone to “misbehave”.
Inspiration Instantly solve a puzzle.
Discover the purpose of an item.
Illusion See through an illusion.
Alter the appearance of a person, place or thing.
Motion Substitute for a physical ability.
Change how an object moves (faster, slower, more difficult to move).
Mystery Hide or find an object.
Unravel or create a secret or puzzle.
Shadow Extinguish all of the light sources in a room.
Nudge someone toward or away from a dark act.
Empathy Sense another’s feelings.
Make someone feel an emotion.
Life Make a plant grow faster.
Sense the health of a subject.
Freedom Breaking physical or mental restraints (chains, locks, bars, mind control, etc).
Incite a group to free themselves from their oppressors.
Recognition Identify an artifact’s origin and powers.
Make someone recognize a truth, person, place, etc.
Bravery Sense another’s fear.
Grant a bonus to a group of people.
Vengeance Reveal who has committed a wrong against the character.
Strike someone that has wronged the character harder.
Devotion Gain a bonus to a mental defense roll.
Instill devotion in people to each other or a cause.
Fury Temporarily remove all Consequences.
Increase Strength or Size.
Conviction Resist being made to break or deny beliefs.
Convince someone to take up a cause.
Unity Determine the connections between people.
Grant bonuses when a group acts together.
Conflict Cause two people to distrust one another.
Sense conflict in someone.
Sensuality Immobilize someone with a look.
Confuse or heighten someone’s senses.
Truth See through an illusion or lie.
Force someone not to lie.
Wisdom Substitute for Knowledge ability.
Locate an item or person.
Death Commune with spirits.
Make an inanimate object decay very quickly.
Fate Read a prophecy.
Get a glimpse of someone’s immediate future.


Technosmithing is the name for a group of Powers that all use the The River as a Power Source but the Technosmithing Affinity Ability instead of Dream.


Power Aspect: Law of Similars
Power Source: The River
Affinity Ability: Technosmithing
AP Cost: 2
Base Activation Difficulty: 4
Activation Time: Simple Action
Modifiers: Strenuous (0)

You can heal living things by using small portions of whatever has injured a person, or elements that are sympathetic to the nature of the injury (i.e., using fire or something hot to treat a burn). You may downgrade one Physical consequence by one step.

Horizon of Light

Teleport Self
Power Aspect: Quantum Teleportation
Power Source: The River
Affinity Ability: Technosmithing
AP Cost: 3
Base Activation Difficulty: 5 + Sympathy Modifiers
Activation Time: Simple Action
Modifiers: Transfer(-1)

By touching a computer, telephone, or other device connected to the communications grid you are able to instantly teleport to a point on the grid. You must declare where you wish to transport yourself to prior. In addition to normal Sympathy modifiers, the following modifiers to the activation difficulty apply based on the conditions of the communications grid between you and the destination.

Condition of grid Modifier
Nearly perfect -1
Mildly damaged 0
Halfway destroyed +1
Mostly destroyed +2
Completely blocked Impossible


Imbue Object
Power Aspect: Spontaneous Power
Power Source: The River
Affinity Ability: Technosmithing
AP Cost: 2
Base Activation Difficulty: 4
Activation Time: Simple Action
Duration: Scene
Modifiers: Strenuous (0)

You can power any device, regardless of its power source or condition. The device gains the Aspect Powered(P). This effect lasts for one Scene; Spin on the activation roll increases the duration of the effect. Failure to activate Ignite cause you to take Physical stress equal to the amount the roll was failed by, as the device malfunctions, catches fire or even explodes.


Machine Submersion
Power Aspect:
Power Source: The River
Affinity Ability: Technosmithing
AP Cost: 2
Base Activation Difficulty: 4
Activation Time: Simple Action
Modifiers: Strenuous (0), Possession (+3), Limitation: Possession only applies to reading data and storage devices (-2)

You can interface directly with electronic devices such as computers, smart phones, etc. Once this power is activated you get a +3 bonus to use the device, and may use Technosmithing for rolls to use it. In addition, you can extract data from any storage media attached to the device without powering the device on. Failure to successfully activate Interface results in you taking Mental stress equal to the difference between the activation difficulty and the roll, as feedback from the interface interferes with your brain function.

Jury Rig

Power Aspect: Makeshift Crafting
Power Source: The River
Affinity Ability: Technosmithing
AP Cost: 2
Base Activation Difficulty: Fate Point (Special)
Activation Time: Extended Action
Duration: Special

You can create any mundane device, vehicle or even weapon without using Resources, instead using any available spare parts. The difficulty for Jury Rigging the item is 1+ the item’s cost. Once the cost is determined, you begin an Extended Action by making the activation roll and paying a Fate point. Each roll takes two hours, and after 8 hours your rolls will be restricted by your endurance. Once the activation difficulty is met, the item gains the aspect Jury Rigged(P). It will work for a number of intervals of the time table equal to the amount the activation roll succeeded.  For example, if a Keeper is Jury Rigging a Cost 3 item and rolls a 6, the item will work for an hour. Spin generated on the activation roll means the item will work permanently unless it is damaged. Once you have successfully activated Jury Rig on an item, all future rolls to Jury Rig the same item have a +1 bonus until you succeed in getting the item to work permanently.

Failing to make the activation roll either because of interruption or inability to pay the Fate Point before the difficulty is met results in you taking Physical stress equal to your total roll versus the activation difficulty. This stress represents the item dangerously malfunctioning, catching fire, or even exploding.


Mind Wipe
Power Aspect: Pseudo Neurology
Power Source: The River
Affinity Ability: Technosmithing
AP Cost: 4
Base Activation Difficulty: 6
Activation Time: Simple Action
Duration: Special
Modifiers: Strenuous(0), Memory Edit (+1)

You are able to edit another person’s memories. See the description of Mind Wipe in Strands of Power, pg. 95 for more details.


Power Aspect: Collective Memory
Power Source: The River
Affinity Ability: Technosmithing
AP Cost: 2
Base Activation Difficulty: 6
Activation Time: Simple Action
Duration: Scene
Modifiers: Limited Access (Knowledge) (-1), Themed Access (Items)(-1)

You temporarily gain the knowledge of how to work any device, gaining the aspect Cognizant of X(P), where “X” is the area of knowledge. Spin on the activation roll grants a +1 bonus to any attempts to repair or Jury Rig the item. Failing the activation roll results in a -1 to any roll using the item for as long as you possess it.

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