Full Warp

1
Requires Seasoned
The power to change your location without traveling the distance between.
Used by Luci Alessi, Created by Riley.
( )

The user sinks into either their own shadow or an adjacent shadow and pops out from any shadow within line of sight.


Exert your Mind (unless this power is used at night) and spend 2 rounds to activate. Select a Location within your line of sight , and which is directly adjacent to Shadows. You must be within arm's reach of Shadows to activate this Effect. Make a Trauma roll when you activate this Effect.

You are transported directly to the chosen Location. You must wait 1 full Round before activating this Effect again.

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

  • You can target yourself if you qualify as a valid target by the other requirements.

Community Targeted Gifts

She points her arm in the direction of the injury as glass butterflies exit her sleeve the flutter around the injury then poofs into a cloud of silver sand that seeps into the body and heal the injury


Exert your Mind and spend 1 minute to activate. Select a Living target within arm's reach. Your target must also Exert their Mind to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Alertness at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. Your patient is required to Not allowed to initiate any conflict for the next month. If they violate this rule, your treatment is immediately reversed.

This Effect is not obvious, and the only sign you are using an Effect is Strange movement of her sleeves. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

  • You can target yourself if you qualify as a valid target by the other requirements.

Guido lowers himself to the ground, laying his head flat on the concrete, The fabric of reality seems to bend around him, arcs of lightning striking at random from his body. A wave of psychokinetic force is then unleashed from the small sauropod, crashing down on his assailants.


Exert your Mind and spend an Action to activate. Select a target within 300 feet. Make a Trauma roll when you activate this Effect. Roll Intellect + Science Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the contested Outcome is positive, the target takes that much damage plus 5. Armor is reduced to 1/2, rounded down against this damage.

You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.

  • You can target yourself if you qualify as a valid target by the other requirements.

Jinko takes out a Flash drive and jams it into any object he chooses, causing metallic wiring and circuitry to spread out from the injection point. parts of the object are changed, giving some robotic legs, little propellers, or even wheels to zoom around in.


Exert your Mind and spend an Action to activate. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use Flash Drive to activate this Effect.

Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.

Animated Objects have the following restrictions and capabilities:

  • Awareness: Animated targets are capable of perceiving the world around them within reasonable limits. They cannot communicate in a clear or coherent way.
  • Movement: Animated targets can use an existing method of locomotion (wheels, etc); otherwise they can move across the ground at 15 feet per round, or hover up to a height of 7 feet in the air at 10 feet per round.
  • Toughness: Animated targets are as easy to destroy as they were prior to being animated.
  • Ability Use: If an action requires a roll, Animated objects have a dice pool of 5 when performing a task for which they were designed, and a dice pool of 3 for taking any other actions.
  • Combat: Animated objects cannot take offensive actions in combat.
  • Artifacts: Animating an Artifact does not grant the animated object access to any Effects built in to that Artifact.
  • Following Orders: Animated objects are controlled by the GM, but they will follow any simple commands you give them to the best of their limited ability.

  • A task for which an object was designed might include a broom sweeping, a gun shooting things, a car driving, a towel rubbing up on stuff, etc.
  • Animated objects may be more or less susceptible to certain attacks at GMs discretion. A scarecrow golem would be easily destroyed by a sword (or fire). An animated suit of armor may not fear bullets but could be smashed to bits with a hammer. A full bronze statue is largely indestructible but might have difficulty standing up if toppled.
  • You can target yourself if you qualify as a valid target by the other requirements.

The Werecats powerful legs are capable of launching it across long distances and allowing it to land with relative ease and grace. In the case that they are in their human form, their legs briefly shift into those of the Werecat form, allowing them to access their incredible leaping abilities.


Exert your Mind (unless Alternate Form) and spend an Action to activate. Select a Location which is at most 25 feet away horizontally or 5 feet away vertically.

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.

  • 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 must be on a surface of some kind in order to activate this effect; it cannot be activated while in mid-air.
  • 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.

Grace’s horror show isn’t as traumatic to look at as it is to be targeted by; dealing mind damage in the form of fear and stress, being forced to live out Obedience’s burning for a few moments… the screaming, flames, and reflections are violently transferred to the target as they suffer the onslaught.

Being on the receiving end of this is brutal. It’s the girls’ oldest ability; the betrayal and pain were enough to keep Obedience’s soul at unrest, so when it’s all put towards someone’s mind in a few seconds, it’s the most reliably terrifying thing contained in the five foot frame.


Exert your Mind and spend an Action to activate. Select a Sapient target within 20 feet. Roll Intelligence + Influence at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.

If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a new Trauma selected by you (the GM can overrule you at their discretion). This trauma may be removed by Effects or mundane therapy as per normal rules. Affected targets are aware that they are being attacked and can generally tell who did it.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Obedience’s form vibrating and flickering in and out of sight like a camera shutter, classic horror movie style; the echoing screams that accompany Stake flames come from her own mouth, which opens with a distending jaw, pulling Grace’s unnaturally along with it. Their eyes and anything reflective on their body (including sweat and saliva) reflect orange violent fire.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • You can target yourself if you qualify as a valid target by the other requirements.

Stock Targeted Gifts

The Ranger is adept at following their quarry through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.


Exert your Mind to activate. Select a Sapient target at any range. Activation requires possession of the target's fresh tracks, which is used up during the process. At the end of your investigation, roll Perception + Survival at Difficulty 6.

You learn all the following information about your target:

  • You may follow the target's trail, no matter where or how they have traveled, so long as the trail is less than a day old.

The quality and specificity of information gained depends on your Outcome.

Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.

  • Tracker You are not made instantly aware of where they have been in the past 24 hours; you must follow their trail. You may "happen upon" any trail they have made in the past 24 hours.

Through their faith in the Lord, The Priest is able to stretch bread and fish to extreme lengths, feeding a seemingly endless number of people from what appear to be meager supplies.


Spend an Action to activate. Select a target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.

For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail.

This Gift's level is capped at 2 Gifts and cannot be increased further.

  • You can target yourself if you qualify as a valid target by the other requirements.

The Demolitionist can sculpt plastic explosives such that they appear to be nothing more that children's toys. These objects have a blue coloration or tint, and don't appear to be anything but the mundane object whose appearance they have taken.


Exert your Mind and spend an Action to activate. Select a Plastic Explosives within arm's reach.

The target becomes disguised with a new forged appearance of your choice, which must fit within the theme of children's toys. You may have up to 3 Forgeries active concurrently and may choose to end the effect at will as a Free Action.

The new appearance must be relatively generic, cannot mimic specific items (such as a particular painting, a certain person’s ID, etc), and must be of a similar size and weight to the targeted Object. The forged appearance will generally hold up to any mundane scrutiny, though exceptions can be made at GMs discretion.

  • The composition of the original object will not be altered, and it will not lose its functionality or gain any new functionality outside of its changed appearance.
  • Any attempt to use an object for a function which it cannot perform (for instance, making bread look like a knife and then trying to stab someone) may cause the disguise to fail or require a Perception check at GM's discretion.
  • You can target yourself if you qualify as a valid target by the other requirements.

The Ranger can release a cloud of pheromones which compel all creatures in an area to follow a specific command. When activated, purple cloud-like whips burst from The Ranger's body and flow into the nostrils of all nearby animals. The smell depends on the sort of command: Aggressive commands smell like sweat and blood, Calming commands smell like lavender and cream, social commands smell like spice and dirt, and other commands smell like pine and fog.


Exert your Mind and spend an Action to activate. Select a Creature within 20 feet.

For the next day, you may issue specific commands to your target which they will be compelled to follow. All other Creatures which are the same species as your target will also be compelled to follow commands that you issue if they are within 20 feet when the command is given.

Your commands must be relatively simple and within the target’s intellectual grasp. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.

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

  • Your commands must be directly communicated to your target in some way, though this does not require a shared language.

The Witch presses her forehead against that of a calm and trusting animal. A wisp of her spirit escapes her mouth as a tendril of grey-green smoke and slides inside the animal's nostril. Her body then goes limp and collapses beside the creature, now a vacant husk, and the Witch proceeds to walk away, now temporarily borrowing the animal's body.

A borrowing Witch is a welcome visitor in the animal's mind and cannot overstay her welcome or force the animal into danger or wander too far from her body. She is capable of casting the Evil Eye from a borrowed animal as well.


Exert your Mind and spend an Action to activate. Select a Creature target within 20 feet. The target may Resist.

You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious, in its same location. You may spend a Committed Action to end the possession early.

Stats: Any actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.

Gifts: You have access to your Powers from within the host's body.

Death: If the host takes damage, or is destroyed or incapacitated in some way, you are evicted back into your own body. If the possession ends and your original body was killed or destroyed in some way, you will die.

Eviction: You cannot force your host to take actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.