Drifting Dread "̸̧̡͙̾̋̏̏̅͐̽̎́̌̓͊N̵̹̝̞̣͂̍̽̐́͆̓́͝o̴̺̳̫̮̝̓̒̍̓̍͊ ̸̨̨̢̭̫͉͔̮̰̇́̔̾̔̑̋̆͑͑̈́̎̆͝m̴̛̼̭͍̤̪͉̿̆͐̇̍͆͒̚̚ä̵̤̲̘̙̥̤͕̻̜̺̦́̔̒͆͒̌̓̚͝͝ͅt̶̢̨̡̞͙͎̼̘̯͆́͐t̶͍̬̭̾̐͂̂́̽̾͆̚̚͠ȩ̷̹̥̗̟͕̮̣̣͒̄̉r̵̨̙̰͈̺͚̪̖̬̭̹̯͕͍̲͖͆̅̎̂̓̈́ ̴̡͓͙̙̮̠͉̰̠̘̻̆͑͐̈́̊͜ͅͅw̶̛̯̣̬̩̤̪͎͖̙̲̬̔̓͜h̶̢̧̨̲̼̭̪̥̺͉̻́͐͆̂̂̈́̆̀̍̄͌̔͊e̴̛͉͙̪͓̔͒̉̓̍͗̚͠r̴̡̛͆͂͝è̶̢̩͙͎̪͇̞̞͍̗̙͗̿̃͐̈́͘ ̶̡̨̨̠̝̫̝̜̣̫̫̩̞̓͐͊͜͜y̸̫̪͇̘̮̩̻̻͈̫̣͈͎͇͊͜ͅő̵̺̲͎͉͓̳̫͎̭͗̓̐̊̄͐͗͗̈̊̏̕ȗ̶͇͇̝͓͉̙͎̒̓͝ͅ ̶͉͖̼̝͚̌̈́͗̃̏̈́̓̆͛̌̈́̔͌͐̉͘͝g̸̨̗̘̫̺̈́̇͆͛̌̓̊̽́̓̚ö̶̢̢̱̟̫͕̗́,̶̨̹̭͓͠ ̵̛̭͒̓̀I̴̩̟̮̖̦̤͌̓͛̓͜'̶̲̗̼̦̫̟̺̦̹͉͍̙̘̠̎̈́͌̆͒͋͗̌͒̉̊̀̿̂͘̚͝ͅl̵̨̧̦̩͉̭̣̯̮̯̬̳̝͔͎͉̈́͗̆͋̆̀͑́͆̐̈́͜͠l̶̨̢̢̙̩̹̖̼͔̘̣̗͚͖̦͘͝ ̵̢̛̗͚͒͋̒̅̊̈́́͐b̸̫̻͕͕̅͒̆̾͜͠ȩ̵͚̫̮̥͕̰̲̯̺̮͔̞̭͚̩̏͆̿̀́̅ ̶̧̢͚̥͚͎̩͚͖̞̥̯̺̳̉̇͠ṯ̶͚͉̝͈̞͚̳̹͉̞̬͑ͅh̷̡̢̛̹̦̬͔͎̫̺̳͕͕̪̩̺̍̎͗̍̌̄̈́͛̿̔͆̂̓̕̕͜e̸̺̤̘̗͈̬̎̅̓͒̀̈́̃̅͗̓̄͆̓̆́͜͝ͅr̵̛̜͚͎̜̬̳͈̪̺̗͎̬̼͌̊͆̈́̈͗̿́͜͝ͅȩ̸͖͉̙͎̓͒͠.̵̢̡͔̼̝͍̯͇̠͎̻͎̻͎̟̐̿̓́̚͝.̸͇̻͐̓̋̊͛͐̆̇͆̃̓͛͝͝͠.̶̡͖͍̘̖͙̭͍̹̄̓͗͆̎̚"̶̢̲͎̪̭̐̿̂͌̋̿̌͑͑̽̐͒

2
Requires Seasoned
1 Reward assigned
(Observers will view you as an unusual entity moving with a singular purpose. )

The Nightmare dissolves into smoke, leaking into the ventilation system, only for screams to follow, seconds later.


Exert your Mind and spend one minute.

You transform into a mass of black smoke for the next day. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.

While in this form, you can squeeze through any gap that is not water-tight. You may fly at your standard movement speed.

Damage from standard attacks is halved, but Damage from AOE effects is increased by 1. You may spend an Action to reduce one of your Injuries’ Severity by 2, as long as you obtained the Injury while transformed and the separated pieces could reasonably be rejoined. If you would die from Injuries sustained while transformed, you instead live, but the only action you can take is Reforming.

You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.

You have access to your Powers while transformed.

You may turn this Effect on and off at will during its duration.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see a black smoky specter-like being with a crooked white smile and cruel eyes.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

Possession of this Power grants the following Trauma at all times: Human Filth - Paranoia and Immortal Hatred - Vengeance..

  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

Community Power Gifts

Exert your Mind and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.

You transform into a lesser demon for 3 minutes. You have access to all of your Powers while you are a lesser demon, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Brawn is increased by 1. You do not suffer any Stress while transformed.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).

You may end this Effect prematurely as a Free Action.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see bro looks demonic.

When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

the arm was given to Gareth by a female scientist named Saori. Saori met Gareth as a client, she had asked for his help finding her sister. upon solving the case and returning Saoris sister, she paid him in offering her services as a roboticist. Now the two have been very close for about a month.

You gain the following benefits at all times.

You gain an additional limb that functions as a standard human arm and hand.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.

Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.

Exert your Mind and spend an Action or Reaction to activate. Select a Location which is at most 50 feet away horizontally or 10 feet away vertically. This Effect cannot be used unless She has to have at least two Warp Form Augments on her in order to use Warp. They must give no functional benefit.. Make a Trauma roll when you activate this Effect.

You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.

You may activate this effect while in free-fall, as long as your target Location is a surface on which you can land.

Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls.

  • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
  • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
  • You may only use this Effect once per round of combat, regardless of any enhancements you have taken.
  • You can target yourself if you qualify as a valid target by the other requirements.

You gain the following benefits at all times.

You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

Exert your Mind and spend at least one Action. Select a number of targets equal to your Charisma within 100 feet. Your target may be actively engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. The targets may resist by rolling Mind at Difficulty 7.

If the contested Outcome is positive, your targets will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.

The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.

Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.

You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.

This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.

Possession of this Power grants the following Battle Scar: Static Eyes.

  • You cannot order your target to endanger themselves, but you may order them to flee, attack a certain target, take a defensive or offensive stance, or similar.
  • When targeting multiple individuals simultaneously, they must all be issued the same command.
  • The target must be able to understand you and must receive your communication for the suggestion to work.
  • Allowed Commands
    • Direct Order: The target must take an immediate action (e.g. “Sit down,” "run away," or "tell me your password.")
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Stock Power Gifts

Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.

If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.

If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.

This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.

The target can communicate in your language for the next hour.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.

You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.

  • Hearing: You are completely obscured from hearing. You produce no sounds while this Effect is active. All attempts to detect you via hearing fail. Attempts via other senses where hearing would assist are rolled at -2 dice.

While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.

If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.

You may turn this Effect on and off at will during its duration.

Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.

  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.

Exert your Mind and spend two Actions performing the following ritual: open up the app on your cell phone, make your selection, and prepare to film. Select a target within arm's reach. You must actively and obviously use cell phone camera to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Choose an illusion to generate, which can be no larger than a person.

The chosen illusion is generated at your target, and it will remain in place as long as you maintain Concentration or you choose to end it. It can be perceived by people through their smell, hearing, and sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.

Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion and can choose to perceive it or not at will.

The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.

  • You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.
  • while you can use an illusion to obscure something smaller, you cannot make anything directly invisible (you can’t make a tank look like a regular baseball, but you can hide it in an illusion of a giant baseball).
  • You may only puppeteer a single illusion at once.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits at all times.

Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.