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 to activate. Select a Living target within arm's reach. Over the course of one day, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Influence at Difficulty 6.

Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.

Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.

  • The treatment time may be broken up into multiple sessions if necessary.
  • 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.

Spend a Quick Action.

You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.

You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.

You may choose to equip any equipment you withdraw at no additional cost.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see that I am storing items inside my own body by swallowing them and getting them out by regurgitating them.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

You gain the following benefits as long as the weapon was drawn in the last second and it is the first and only shot fired with the weapon, since drawn. and engaged in combat with revolver.

+2 dice to all revolver rolls.

You also gain the following effects:

  • Bullet Parry: You may Defend against any attack in range of your attacks. Defending this way still costs a Reaction.
  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • I Shoot with my Mind: You may Exert your Mind to fire a shot completely blind without penalty.
  • 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.

Spend a Quick Action.

You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.

You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.

You may choose to equip any equipment you withdraw at no additional cost.

Whenever you withdraw an Object from your Stash, you must immediately Stash another object to replace it. You may only stash objects you are attuned to. Attuning an object requires one minute of physical contact.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

Exert your Mind and spend an Action. Select a Sapient target within arm's reach. You must actively and obviously use Picture of Fursona to activate this Effect. Roll Charisma+Furry 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 Furry Fanatic! as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Targets that receive a new Trauma are aware that you are interacting with them but they do not view it as an attack or view the resulting Trauma as malicious. If their Trauma is treated, they will be able to see the reality of the situation.

  • 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 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.

You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.

The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.

This Effect ends if you take an Injury or are stunned or incapacitated.

While disguised, you cannot use any Activated or Targeted Powers.

  • While you may alter your outfit's appearance, this does not grant or store equipment.

Take a Severity-1 Injury and spend an Action. Select a Living or Sapient target within arm's reach. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.

If you succeed, you possess your target for a number of minutes equal to the Contested Outcome. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.

You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.

Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.

Gifts: You have access to and can use any of your own Powers which are not intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.

Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.

Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body. Otherwise, they may Exert their Mind to evict you from their body.

  • Access to equipment-based Gifts such as Signature Items depends entirely on whether you are holding the relevant object, and is not impacted by whether or not you are possessing a target.
  • 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.

Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless the target is listening and you are speaking to multiple people.

You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.

The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.

This Effect is not obvious, and the only sign you are using an Effect is your left hand making a fist. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

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

  • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
  • Generally you cannot communicate with Contractors who are not in a Contract with you.
  • 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.

This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet.

You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • 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 Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.

For the next day, you may issue specific commands to your target which they will be compelled to follow.

Your commands can be complex and multi-layered, though they must still be specific. 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.

Sapient targets can resist by rolling Mind at Difficulty 6.

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