Table of Contents

Faction Powers

Bloodline

Cousin

25pts
You have undergone the ritual of bonding and have a shadow weapon. Shadow weaponry works in any World that shadows are cast.

Father/Mother

50pts Includes the power of Time Sense.
Includes the powers of a Cousin.
May time travel using your shadow.
You may also attend Parliament.

Godfather/Godmother

75pts
Includes the powers of a Father/Mother.
May invest character points in personal timeloops.
Now outside of time, you no longer age.

Talents

Time Sense

15pts
Absolute time sense (always know what time it is, exactly). Can accurately predict the time of any mechanical process (including orbits of planets or the spinning of galaxies). Able to sense disturbances in time including creatures that have been unnaturally aged. Able to sense alternate timelines, including loops and other anomallies.
Also includes a high level of defense against time based weapons and effects.

Witch

5pts
Able to perform some rituals at lower rank. Able to drop a shadow weapon and bond with another. May get occasional glimpses of the future.
Prerequisites: Psyche must be higher than Human

Skills

Sorcery

15pts
Magic in the forms of rituals. Unlike Lords of Gossamer, with sorcery spells that are prepared beforehand and are hung to be activated later, Faction rituals are short, but must be prepared each time. Psyche is of primary importance for this power, but endurance may come into play if you start to have many spells hung, and warfare is required to actually hit your target with certain spells.
Prerequisites: Witch or a Faction rank higher than Cousin.

Spirit Sorcery

+5 pts
You have learned to incorporate the power of the Spirits (Umbra) into your sorcery, making it somewhat more reliable at the expense of longer casting time.
Prerequisites: You must have sorcery.

Biothaumaturgy

20 pts
Similar to Conjuration or Advanced Shapshift. The creation or manipulation of living things through their biodata. Any living material may be manipulated or tagged. Creatures and machines can be manufactured from the users blood, flesh or bones. Prerequisites: A Faction rank higher than Father/Mother

High compelling

+5 pts
This is something you buy on top of Biothaumaturgy and it basically lets you have limited mind control. You can “conjure emotions” into people and put compulsions on them. Psyche is very important for this power.
Prerequisites: You must already have Biothaumaturgy to purchase High Compelling, though this in NOT considered an advanced power and is therefore NOT barred to starting characters.

Tattoo Mastery

20 pts
Similar to Icon Mastery. The ability to inscribe and use Time-active, memetically-engineered tattoos. The tattoos consist of symbolically inscribed time manipulative mathematics and formulas coded into the skin. A secret art of the Blood Coteries. It does not affect Biodata, but does give some measure of Time Sense defence to character. It also nullifies the physical effects of time-based weaponry (including shadow weapons).

Memeodermic compelling

+5 pts
This is something you buy on top of Tattoo Mastery and it basically lets you have limited physical control. You can see and communicate through the tattoo into people and put compulsions on them. Psyche is very important for this power. Note- unlike High compelling, this is a physical control. Physical pain and death can also be inflicted on the subject.
Prerequisites: You must already have Tattoo Mastery to purchase Memeodermic compelling, though this in NOT considered an advanced power and is therefore NOT barred to starting characters.

Gifts

The Shadows that Cut

Spells and Rituals

Shadow Rituals

Consequences

The longer a shadow is away from the caster, and the more often it is made to move differently than the caster, the more chance it has of gaining full independence and leaving the caster permanently. These shadows occasionally become characters in their own right within Faction Paradox (such as Godfather Avatar).

Spirit Rituals

General Faction Rituals