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BASE POWERS & WEAKNESSES

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REAL ID

  • During this time period it was very hard to find fake IDs, near impossible. Due to this majority of the preternaturals find a need to hide or work through other mortals. 

  • Undead either been undead for so long or presumed missing like most of the shifters. Therefore getting caught by cops will cause big problems for them, even if they have some bootleg ID. 

  • As a human you do not need to worry about it. You have the real thing and the only time you should avoid cops is when your sphere of work is not quite legal. Still, your ID will check out, you are in Government records. 

  • Having an ID also allows humans to buy firearms for regular price from stores. 

  • Lastly, if a human would go missing, a full on investigation would be held by police, trying to find them. 

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BECOME SOMETHING ELSE

  • As a normal human you have an ability to become either a Shifter or Undead later on. 

  • It's also not out of realm of possibility that perhaps you have been a faeryn all along and just did not know that. 

  • You may not cross several races at once though. 

  • Additionally all of the xp spent in your human powers is refunded and you lose any benefits of those powers. 

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ARCANE MAGIC

  • Humans are only ones with access to Arcane Magic Specialization. 

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FRAGILITY

  • Being a human however you are by far the most fragile race. You do not have any passive armor to start with and often will need to seek medical attention to heal heavy damage wounds, with human on human brawl being an exception. 

  • Without medical attention, any wounds from cuts, bites, gun shots, etc, heal at 1 HP per 5 days.

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POWERS PER TYPE

  • REGULAR: Adrenaline, Connections, Professional. 

  • WITCH: Cambion, Familiar, Professional. 

  • FAITHFUL: Belief, Connections, Professional. 

  • WATCHED OVER: Guarded, Connections, Professional. 

  • VETERAN: Adrenaline, Grizzled, Professional. 

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HUMAN POWERS

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CONNECTIONS

+1 to Charisma per level.

At level 1 of this power 

  • You have an access to stable source of rumors. Call in storyteller for vague hints on certain situations in the world. 

At level 3 of this power 

  • At any time you may call in a Human Companion NPC to back you up. 

  • You may even send them to do you favors, playing NPC yourself while staying behind yourself. 

At level 5 of this power

  • A single human companion will always back you up in combat, even if you are ambushed, they happen to be near by. 

  • The only exceptions to this rule is when you are underwater or in the forest, the solution for this is to bring your own Human Companion (level 3) with you and have them shadow you. 

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PROFESSIONAL

+1 to Intelligence per level.

At level 1 of this power 

  • You are able to hold municipal jobs. (hospital, police, firefighter, etc.)

At level 3 of this power 

  • You invested a lot in your profession, allowing you to take higher positions within the municipal sphere you work in. 

At level 5 of this power

  • You are a well known name in your sphere of work. This earns you respect and opening certain doors in your profession that ore closed to others.

  • You also may call storyteller to make a contact with NPCs in your sphere of work for informational help. 

 

CAMBION

+1 to Charisma per level.

At level 1 of this power 

  • Being part of a coven allows you to bolster spells of your coven members. 

  • Spend your turn to roll Charisma. The coven member that is being assisted with this then may use your successes as extra bonus. Meaning if you scored 3 successes, they get extra +3 to their roll. 

At level 3 of this power 

  • Bewitch someone by putting them into a trance with your voice. (Charisma vs Perception)

  • Bewitched targets can be made to follow you or travel to you or make them skip a turn during combat. 

At level 5 of this power​

  • No matter what penalties a cambion suffers, their magic casting will always stay unaffected. 

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FAMILIAR

+1 to Perception per level.

At level 1 of this power 

  • During some point in life a small animal enters Witches life and form a strong bond. It may be a cat, bird, snake, etc. 

  • It seem to understand the witch and will carry out any tasks given to it's best capability. 

  • During a combat it will hide out in safety. 

At level 3 of this power 

  • The witch and the familiar now share a mental link, allowing them to communicate without words, even from distance.

  • Witch also may see and hear through the familiar while concentrating. 

At level 5 of this power

  • The familiar may take a monstrous form and join Witch in combat. 

  • The stats are that of a large animal from Bestiary. 

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BELIEF

+ 1 to Perception per level.

At level 1 of this power 

  • You may bless religious iconography and imagery like crosses, water, etc. These items will deal 1 damage per turn to preternatural if touched. 

  • A full cup of holly water will deal 1 damage for 3 turns. 

  • All holly damage ignores any armor a preternatural may have from powers or race passives. 

  • When reading holly scripture, all preternaturals feel uneasy around you, gaining -1 penalty to all actions. This may not be resisted. 

  • Not that this does not need to be holly bible, this can be the religion you subscribe to or believe might work, so you do not have to be a devoted monk if you don't want to be. 

At level 3 of this power 

  • You may now passively bless any weapon you hold, for as long as you are holding it. This weapon will ignore all preternatural armor.

At level 5 of this power

  • You may now perform a powerful prayer that will make preternatural flee the scene. (Charisma vs Perception)

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GUARDED

+1 to Perception per level.

At level 1 of this power â€‹

  • Gain +1 to defense rolls vs all ambush attacks. 

At level 3 of this power 

  • The first crit scored against you in the scene does not count as a crit. 

At level 5 of this power

  • The first attack that would take you to 0 HP automatically misses. 

  • Works once per scene. 

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ADRENALINE

+1 to Perception per level.

At level 1 of this power 

  • After taking any damage, gain +3 to all physical rolls.

  • This bonus depletes by 1 each turn, so on next turn it's +2, on next after that it's +1, and after that bonus is gone. 

At level 3 of this power 

  • You may reroll one time per scene. Even if it is a botch. 

At level 5 of this power

  • Upon reaching 0 HP you still keep standing due to your will to live, only going down when hit for 3+ damage. 

  • If you end up gritting a win over or enemy leaves you alone, you pass out once combat ends. 

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GRIZZLED

+1 to Charisma per level.

At level 1 of this power 

  • You have seen war, fear has little to no effect on you. 

  • You do not suffer any penalties that come from Charisma powers. This includes debuffs that don't require a roll or usually may not be resisted, however this power set must buff Charisma of the user. Meaning that if the penalty comes from a power that buff Intelligence per level, then it will ignore this passive. 

At level 3 of this power 

  • You may not be forced to run away from any situation even through the use of powers. 

  • You may still retreat if you wish to. 

At level 5 of this power

  • You know how to kill, lowering your crit threshold by 1. 

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"FOGGY HILLS RPG" © is an original I.P created for use on the second life platform © 2023 

For the full authentic experience we recommend using  the simulator settings 

PHOTOGRAPHIC SIMULATOR SETTINGS

"Byrn Oh's Immersiva Grey Dust" Sky Setting  and "Whirly Water" Water setting and full shadows.

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