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

You gain the following benefits at all times.

Any Injury you receive from a source other than extreme cold heals quickly, reducing its Severity by one level every day. 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 extreme cold are increased in Severity by 1.

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

Exert your Mind and spend an Action. Select a Dead target within arm's reach with at least half its skeletal structure remaining. This Effect cannot be used unless only works on male corpses.. You must actively and obviously use A book. to activate this Effect.

Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.

The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.

Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.

Your revived targets deal 2 Weapon Damage with their unarmed attacks.

This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.

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. Exhaustion’s penalty and duration stacks with multiple activations.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one 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 at all times.

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

You also gain the following effects:

  • Weak Points: You may use Perception in place of Dexterity on attack rolls.

Exert your Mind (only for extinguishing a fire, no cost for starting one) and spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). You must actively and obviously use Red Jewelled Ring on his right hand to activate this Effect.

You may start or extinguish a fire as large as a fire in a residential fireplace at your target. Your fires require fuel and oxygen in order to continue burning.

Lighting a target on fire deals 3 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.

You may extinguish flames as a Reaction. This does not extend to explosives.

  • Your fires may be extinguished with appropriate Actions and materials. Stop, drop, and rolling to extinguish requires spending an Action and making a Dexterity + Athletics roll, with an Outcome of 3 putting out the flames.
  • If the target is larger than your flame size, the Armor destruction creates a weak point instead of applying to the entire 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.

You gain the following benefits at all times.

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

You may make a +2 Weapon Damage Claw 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.

The Severity of any Injury caused by Silver 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.

Stock Power Gifts

Exert your Mind and spend an Action. All Sapient, Living targets within 50 feet who can perceive you through sight are affected. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 6.

If you succeed, the targets will keep their full attention focused on you for contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you. If they cannot perceive you through sight for three Rounds, the Effect is broken. The Effect ends early if the target is Injured or violence occurs nearby.

This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.

  • 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 1 minute. You must actively and obviously use a top hat to activate this Effect.

Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.

Roll Perception + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.

  • The Difficulty for the fabrication roll increases based on specificity. Something like a "shirt" would be Difficulty 5, whereas "Police uniform" would be Difficulty 9. The Outcome determines overall quality and how well the item fits the request.
  • You can fabricate a container of something so long as it contains a single type of thing (such as a tank of water) or it is designed to be packaged together (such as a first aid kit).

Exert your Mind and spend 1 minute. Select a Computer within arm's reach. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.

If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.

If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.

Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.

Every hack you make leaves behind a flickering image of a ghost in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.

  • 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 Location which is at most 75 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.

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.

You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.

  • 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.
  • vertical jump height measures to the bottom of your feet, so your total vertical reach is at least a body length greater.
  • 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.
  • 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 object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.

If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.

When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.

  • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
  • 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.