The Veil "ฬตอ ฬžฬบฬDฬทอฬ‡ฬฒอ•อ™oฬทอ€อƒอ€อฬ˜ฬฏฬ–อ‰ ฬทอฬƒฬŒฬฬŒฬ–อˆอ“ฬžyฬตฬ†ฬฝฬˆฬอ–oฬถอ อ ฬ‚ฬงฬฎฬขอœuฬดอฬˆอ„ฬ…อšฬ–ฬผฬ–ฬน ฬธอ—ฬ“อฬƒฬƒฬŸฬขฬกอ•อœtฬดฬ€อŠอ„อ„ฬ€ฬฒฬขออ•rฬธฬ†อ•อ™uฬดฬ€ฬฬ€อ“อ‡อ“อ…ฬฆlฬธอฬฆอ“อ™yฬตอ€ฬฝฬฐฬฅอŽฬบ ฬธอŒอ’อ ฬŒฬ‹อ”ฬ–ฬจฬฃอ”wฬธอ˜ฬปฬ อ•อŽiฬถอฬˆฬ„อฬณอ…sฬตอ’ฬฬ—ฬ˜ฬžฬซhฬถอ„อ—ฬ‚ฬ‰ฬฅอ•ฬ˜ ฬถฬ“ฬฬ‘ฬกtฬถอ€ฬ€ฬ‡ฬ…อฬซoฬธฬ‰ฬ“ฬปอฬคฬฌฬฏ ฬถฬŽฬ€อ“อ‰ฬฆอ–ฬชsฬดออŠฬŸฬคอˆฬฏeฬตอ‹ฬฟฬŽฬ‹ฬ™ฬฎฬขฬงอ“eฬตฬŽอŒฬฆฬค?ฬทฬ„อ€ฬฬœฬฎ"ฬดฬŽอ’อ›ฬ”ออ“ฬขฬฐฬฑฬ˜

1
Requires Seasoned

The nightmare's form is that of a pitch black humanoid figure, only occasionally visible to children and animals.


You gain the following benefits at all times.

You are obscured from sight. All attempts to detect you via sight fail. Detection attempts via other senses where sight would assist are rolled at a -2 dice penalty.

Entering Combat or being Injured does not cause the Effect to end early. Anyone you attack will immediately notice you; anyone else may re-roll to notice you each time you take a Combat action, at -1 Difficulty per Combat action you have taken. When the Effect ends, it is disabled for 1 day.

This Gift does not affect your clothes or equipment.

Possession of this Power grants the following Battle Scar: Crooked Smile - Your ceaseless grin is, at best, unsettling, and at worst, demonic. (You suffer +2 difficulty on all social rolls where you are trying to persuade someone through using anything other than fear).

Possession of this Power grants the following Trauma at all times: The Boogeyman - Your hunger is particularly sated by the fear of children. (Whenever you encounter a child, roll Self Control or attempt to harvest the child's fear).

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

Community Passive Gifts

You gain the following benefits at all times.

Any Injury you receive from a source other than Punches/kicks heals quickly, reducing its Severity by one level every 10 minutes. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.

You may choose to heal any Battle Scar on yourself that is not caused by an Injury. Recovery takes one day, and the Battle Scar affects you fully until that time.

Injuries you receive from Punches/kicks are increased in Severity by 1.

  • The increase in Injury Severity stacks with any similar effects, such as the Vulnerable drawback on Inhuman Physiology.

You gain the following benefits as long as engaged in combat with firearms.

+2 dice to all firearms rolls.

You also gain the following effects:

  • Bullet Parry: You may Defend against any attack in your firearmโ€™s range using your firearm. Defending this way still costs a Reaction.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

You gain the following benefits as long as you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Bonus Damage Weapon Damage (instead of -1). The target's Armor is fully effective against this damage.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

You gain the following benefits as long as The Bizzare Bazaar is inactive.

Any Injury you receive heals quickly, reducing its Severity by one level every 10 minutes. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.

You gain the following benefits at all times.

As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.

You may ascend into the air and fly using your wings. You require 5 feet of clear space on all sides to fly. You may add 50 feet to Movement you take while flying. If you take more than a Severity 4 Injury to your wings via a called shot or Battle Scar, you can only glide until they are healed.

You are subject to the following effects while gliding or flying:

  • Earthbound: You cannot fly or glide in an atmosphere thin enough to be unbreathable.
  • Weight-Limited: This Effect is suppressed any time you are over-encumbered.

  • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
  • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

Stock Passive Gifts

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Sight: You can see things that are normally invisible to the naked eye, such as fingerprints and bacteria.

  • Your microscopic vision requires a close look at a very small, specific area to use. It does not grant increased distance vision, it simply provides a higher resolution, allowing you to see finer and finer detail.

You gain the following benefits at all times.

Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.

All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.

Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.

You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.

Any Injury you receive heals quickly, reducing its Severity by one level each hour. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.

You gain the following benefits at all times.

You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.

  • Communing with terrestrial animal does not grant them intellect but does allow you to converse with them.

You gain the following benefits at all times.

Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.

You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.

Injuries you receive from silver or fire. are increased in Severity by 1.

  • The increase in Injury Severity stacks with any similar effects, such as the Vulnerable drawback on Inhuman Physiology.