The Nightmare "̴̛̺̫̤͂̿̓͐̾̿̄̐̕Í̷̡̯͓̤̝͓͇͈̣͆͒̈̽̆͝ ̶̯͚̤͙̳͔̦̯̹̦̝͓̳͆̆̃̃̒̑̃̊̈́̍̄̿͑̔̊̄͝a̸͔̒̈́̎̈͛̇̅͛̐͗̀̉̕͝m̴̨̧̧̻͔̹͈̫̜̋̿̕͝ ̴̡̢̢͈̤̪̜̯̲͓̻̫͕̑̾̃̉̈́̃̄̊̋͗́͋̓̎̈̊̚͜͜p̴̨̢̲̭̝̮̥͕̟̜̜̥̣̟͎̳̭̔͗̄̈̂̚̚r̶̡̛̭̟̤̼̹̘̥͕̹̰̭͆̈̑̐̍͘͝ͅͅò̵̡̭͙͎̝̘̙̬̺̰̩̥̖̘̭̈́̎͋̆̎̍͋̚̚̚̚̕͠ͅͅơ̵͍̯̗̝͓̠̗̬̦̯͓͍̬̜͖̣͉̓̉̈́͐̔̑̉̕͝f̷̡̡̢̙̟̮͚͓̖͗́́̎͒̅̐̈́̎̚͜ ̷̝̰͔͈̉̄̀̉͊͆̄͋̂̿̾̅͛͝o̸̰̘̣̭͕̥̘͔͉̦̙̩̼̾͜f̵̛̛̯̹̤̭͙̰͎͙̞̖̺́̈̇̀̆̍̀̾́̑͆͘͝͝ ̵̫̫̝̹̠̗̹̲̰̐̇͐̐̌́͒͜͝H̶̢͙̝̩̙͚̯̹͚̜͓̺̤̤̹̞͓͐̈́͘u̸̢̲̟̪̲̦̫͙̤̪̼̱͉̞̼̲͊̀̈́̎͌̑̋̃̿͐̋̅̆͒ͅm̸̟̝̣̟̟͔̩̭̰̰͒̌͐͒̉́̋̚͠ͅă̸͕̻̤͈̗̤̻̼̲̘̱̱̟̼͗̅̆̊̕͜͠n̷̨̛͚̟̲̗̖̯̐͂̅͋͌͠i̶̡̦̩̗̞̻̘̫̮̥̩̰͎̓͛̿͆̋̓̓̓̾͒͋͗̓̕͝t̵̡̰̦̖̼̟̫͎̥̣̭͖̭̕͜ͅy̴̞̑̊͂̔͛'̴̡͔̣̝̖͈̳̫̅͌̈̓̅͂͐̊̏͒́́̋̔̀̚ş̸̠͕͇̼̻̪̞̘̅́̄̊̆͆̀̀̈́͘̚͠ ̴̘̬̬̯̙̘̯̘̀̾̒͠ŝ̸̡̨̥̝̠̳̺̪̩͒̂̋̂̂i̸̢̳͇̲̳͉͓͎̥̳̙̎͜n̸̜̲̮͙̟̔.̴̢̡̢͇͎̠̟̳̩̤̥͙̙͙̳͌̑̃̀̀̏͜.̶̧̢̡̛͍̜͎͖͓̥̈́.̷̢̧͇̝͙̘̗͔̦̹̻̰̘̓"̵͓͎̣̠̼̦̭̆̿͗̀͗̈́̈̈͋͆̍͛̉͆̕̚͝

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(Your specific augmentation must be physically visible in some way, but it does not need to make you appear outwardly monstrous or socially unacceptable. )

The Nightmare's form is made of the collective negative emotions of countless individuals. Strangely enough, the conglomeration of negative emotions and concepts has similar properties to smoke...


You gain the following benefits at all times.

You are permanently and visibly transformed: a black shadowy smokey humanoid with a crooked smile and cruel eyes. You are considered to be a Sapient, Non-Living being when targeted. Your Charisma is increased by 1 and your Intellect is increased by 1.

Your Injuries no longer degrade with time.

You may make a +2 Weapon Damage Spectral Claws (Sword) attack without additional equipment.

Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.

You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.

The Severity of any Injury caused by light is increased by 2.

  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Community Power Gifts

You gain the following benefits as long as Advanced Analysis is active. You must actively and obviously be using gloves to gain the benefits of this Effect.

Your senses are enhanced in the following way.

  • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.
  • Sight: You can see things that are up to a mile away as though you were only standing twenty feet away, provided your view is unobstructed.
  • 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. You must actively and obviously be using ring to gain the benefits of this Effect.

You no longer require any food, water, sleep, or air in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.

  • In lieu of sleeping, once per day you may spend one hour meditating to recover a Mind Damage.

You gain the following benefits at all times.

You are permanently and visibly transformed: True Fey. You are considered to be a Sapient, Living Creature when targeted. Your Charisma is increased by 1 and your Intellect is increased by 1.

You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)

You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.

The Severity of any Injury caused by cold iron is increased by 2.

  • Even though you're targetable as a Creature, you still are also targetable as a Sapient being.
  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Roland is a natural born elementalist, a potential ferromancer. He has always had a connection to metal since birth. He discovered this ability at age 11, when Hurricane Katrina hit New Orleans. Roland’s elemental Attunement awakened, and he used its pull combined with his naturally good swimming to create rungs on the wall to climb his way out of his rapidly flooding house.

Exert your Mind and spend an Action. Select a Location within arm's reach.

Select one of the following alterations to create out of Metal originating at the target:

  • Sculpt: Sculpt a surface made of Metal up to 20 feet by 20 feet. You may make aesthetic changes or minor functional improvements like a ladder or stairs. You may sculpt windows, doors, and similar alterations into structures you created with this Effect.

The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.

This alteration lasts three hours but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 3 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.

  • Attempting to break any alterations with inappropriate tools may damage or destroy the tools at the GM's discretion.
  • Any structures you create leave precise gaps for obstacles in their path or push them out of the way. You cannot directly destroy objects or structures or damage beings by creating walls or domes.
  • Tool guidance for GMs:
    • Difficulty 9: Brawn 5, no tools.
    • Difficulty 7-8: One-handed tools or makeshift tools (like a sword). Mythic Brawn without tools.
    • Difficulty 6: Appropriate manual tools. Crowbar, sledgehammer, armor-shredding attacks.
    • Difficulty 4-5: Power tools, vehicles, explosives.
  • 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.

You are permanently and visibly transformed: ________. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Dexterity is increased by 1.

Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.

You cannot speak any coherent verbal language and must resort to other means of communication.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Power Gifts

Exert your Mind and spend an Action. Select a Location within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.

You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. You may have at most 3 wards active at once.

The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.

  • Your ward cannot be used to satisfy the line of sight requirement for targeted Effects.
  • 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 Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.

If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.

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 Penalty is not removed if a character Exerts their Mind to ignore penalty.
  • If a character has a dice pool reduced to 0, they cannot attempt that action.
  • 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 engaged in combat with firearms made in your home country.

+2 dice to all firearms made in your home country rolls.

You also gain the following effects:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload or swap ammo as a Free Action.

Exert your Mind and spend an Action.

You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.

  • This includes any objects that come into range during activation.
  • This Effect does not satisfy the line of sight targeting requirement for other Effects.

Spend an Action or Reaction. Select a Non-Alien 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. You may perceive through your original body's senses by maintaining Concentration. If your original body is touched, you may roll Perception + Alertness to notice. You may spend an 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 do not have access to any Gifts while you are possessing your target.

Death: If the host suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body. If the possession ends and your original body was killed or destroyed, 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.

Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

  • If targeting a Sapient target that counts as a Creature due to an Effect, you must succeed a contested Mind roll. You roll at Difficulty 6, and the target rolls at Difficulty 8.
  • 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.