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 at all times.

You are permanently and visibly transformed: Robotic Body and embedded Sun in upper body. You are considered to be a Sapient, Non-Living Computer when targeted. Your Perception 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)

No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.

Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.

You cannot ignore or decrease the effects of Stress for any social rolls you make.

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 Electricity is increased by 2.

  • Detached parts move at 5 feet per Round. You may activate awareness Effects through detached sensory organs. This does not grant extra Actions.
  • You must still perform some equivalent of eating, sleeping, and drinking unless other Effects allow you to ignore that requirement.
  • 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.

Liz is friends with the animals, and friends with the elements. The wind runs in and with her, causing her to possess some of its nature.

You gain the following benefits at all times.

Whenever you use your Movement, after all other calculations, the distance you may travel is increased by 25 feet.

If your last Action was used for an all-out sprint or you are already accelerated, you may spend an Action to accelerate without a roll, adding 150 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 300 feet/Round. As long as you stay at these speeds, you may use this distance per Round as your Free Movement.

Any terrain you traverse while accelerated must be passable by a standard vehicle at similar speeds. Stopping, turning sharply, or decelerating more than 150 feet/Round must be performed as an Action. Failing to decelerate with an Action (whether because of an obstacle, sudden unfavorable terrain, an Injury, or other event) deals 3 Damage which Armor does not reduce.

Possession of this Power grants the following Trauma at all times: Whenever you see someone moving faster than you, you must roll self control to not race them, accelerating as much as needed to beat them and Whenever you move at faster than a walk, you feel an urge to let out a cackling laugh that the wind takes to all around. Make a self control roll to not start cackling loudly.

  • 150 feet/Round is approximately 33 mph.
  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Touch: You can identify any material with a touch and immediately find what you are looking for when rummaging, assuming it is actually present. You may withdraw items from your bags with a Quick Action instead of an Action.

  • “Rummaging" means digging through trash, finding a needle in a haystack, etc.

Exert your Mind and spend 1 minute. Select a Human target within arm's reach. This Effect cannot be used unless you are touching the target's naked brain. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you destroy the target's brain, klling them. Roll Intellect + Medicine at Difficulty 6. The target may resist by rolling Mind at Difficulty 8.

If the contested Outcome is positive, a specific period of time (up to 1 day long) from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories. Any alterations you make must feature yourself as you appear today in some way.

The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”). You may also choose to only alter a single specific detail rather than an entire period, such as a password, phone number, directions, or you may remove all knowledge of one specific thing, regardless of time period, such as a loved one, a location, a prized possession, etc.

Affected targets will invent new memories to justify the inconsistencies. For instance, if their memory was altered to include a new friend they don’t have, they may invent further memories of meeting that friend, spending time with them, etc.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you altering the target's naked brain.

  • 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 do not gain mind-reading through this effect, so your ability to alter their memory is limited by your knowledge of what they might know.
  • The target's roll to realize their memories have been altered can be made a maximum of one time per day.
  • 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.

If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.

If, while you are unconscious, your wound level rises above your rating in Body + Brawn, or if you take an Injury with Severity greater than your rating in Brawn, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.

Stock Power Gifts

You gain the following benefits at all times.

You may move easily and without a roll in any of the following situations.

  • Amphibious: You are able to move about in liquids using standard Movement rules rather than any special swimming rules.

Spend one minute. Select a Sapient target within 20 feet. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Influence at Difficulty 6.

You learn all the following information about your target:

  • You learn a hidden desire of the target. Roll Outcome determines the relevancy / secret-ness of the desire.
  • You learn their relationship to a specific individual (chosen prior to the effect activation).

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

Any information you gather is spoken aloud in conversation and made publicly available.

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

  • 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 Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).

You also gain the following effects:

  • Party Animal: You are welcome at, and will be granted entrance to, any social gathering or party, at least as an observer.
  • The Price Of Fame: Any sightings or recordings of your activity can easily be traced back to you. Even when disguised or using an alias, people always get a Perception check to recognize you.

  • A "social gathering" might include a birthday party, after-work drinks, a ski trip, or yoga in the park, among other things. It likely would not include a cult gathering to summon a demon, Congressional negotiations over a contentious bill, etc.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend an Action. Select a Dead target within arm's reach. 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 you are engaged in combat with melee ninja weapons.

+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.

You also gain the following effects:

  • Assassin: If your attack Injures your target, they cannot make a sound, even incidentally, for a single Round. Even the sound of their body and equipment dropping to the ground is silenced.
  • Falling Crane Strike: If you move and then make a successful attack against a target closer than the full distance you could have moved, you may choose to travel the excess movement in a straight line beyond the target.