The Nightmare "ฬดอ‚ฬ•ฬฟฬ“อฬพฬ›ฬฟฬ„ฬฬบฬซฬคIฬทอออ†อ’ฬˆฬฝฬ†ฬฏอ“ฬคฬอ“อ‡อˆฬกฬฃ ฬถอ†ฬ†ฬƒฬƒฬ’ฬ‘ฬƒฬŠอ„ฬฬ„ฬฟอ‘ฬ”ฬŠอฬ„ฬฏอšฬคอ™ฬณอ”ฬฆฬฏฬนฬฆฬอ“ฬณaฬธฬ’อฬ•อ„ฬŽฬˆอ›ฬ‡ฬ…อ›ฬอ—ฬ€ฬ‰อ”mฬดอฬ•ฬ‹ฬฟฬจฬปฬงอ”ฬงฬนอˆฬซฬœ ฬดฬ‘ฬพฬƒฬ‰อ„ฬƒฬ„ฬŠฬ‹อ—ฬอ‹อƒฬŽฬšฬˆฬŠฬกอˆฬคฬชฬœฬขฬฏฬฒอ“อœฬขฬปฬซอœอ•pฬดฬ”อ—ฬ„ฬˆฬšฬšฬ‚ฬฒฬญฬฬฎฬฅอ•ฬŸฬจฬœฬœฬฅฬขฬฃฬŸอŽฬณฬญrฬถออ†อ˜ฬˆฬ›ฬ‘ฬฬฬญฬŸฬคฬผฬนอ…อ…ฬ˜ฬฅฬกอ•ฬนฬฐฬญoฬตอ€ฬšอ„ฬšฬšฬŽอ‹อ ฬ†ฬŽฬอ‹ฬšฬ•อ…ฬญอ™อŽฬกอ…ฬฬ˜ฬ™ฬฌฬบฬฐฬฉฬฅฬ–ฬ˜ฬญoฬตอƒฬ‰อ„อฬ”ฬ›ฬ‘ฬ‰อฬ•อฬฏฬ—ฬอ“ฬ ฬ—ฬฌฬฆฬฏอ“อฬฌฬœอ–ฬฃอ‰fฬทอ—ออฬŽอ’ฬ…ฬอ„ฬšฬŽฬกฬ™ฬŸฬฎอšฬกอ“ฬ–ฬขอœ ฬทฬ‰ฬ„ฬ€ฬ‰ออŠอ†ฬ„อ‹ฬ‚ฬฟฬพฬ…อ›ฬฬฐอ”อˆoฬธฬพฬฐฬ˜ฬฃฬญอ•ฬฅฬ˜อœอ”อ‰ฬฆฬ™ฬฉฬผfฬตฬฬˆฬ›ฬ‡ฬ›อ€ฬ†ฬอ€ออฬพฬฬ‘อ†อ˜ฬฏฬนฬคฬญอ™ฬฐอŽอ™ฬžฬ–ฬบ ฬตฬอฬ‡อฬฬŒฬอ’อœฬซฬซฬฬนฬ ฬ—ฬนฬฒฬฐHฬถออ˜อ„อ™ฬฬฉฬ™อšฬฏฬนอšฬœอ“ฬบฬคฬคฬนฬขฬžอ“uฬธอŠอ€อ„ฬŽอŒฬ‘ฬ‹ฬƒฬฟอฬ‹ฬ…ฬ†อ’ฬฒฬŸฬชฬฒฬฆฬซอ™ฬคฬชฬผฬฑอ‰อ…ฬžฬขฬผฬฒmฬธอ’ฬŒอ ออ’ฬ‰ฬšฬฬ‹ฬŸฬฬฃฬŸฬŸอ”ฬฉฬญอ…ฬฐฬฐaฬธฬ†อ—อ ฬ•ฬ…ฬ†ฬŠอ•ฬปฬคอˆฬ—ฬคฬปฬผฬฒฬ˜อœฬฑฬฑฬŸฬผnฬทฬฬ›อ อ‚ฬ…อ‹อŒอšฬŸฬฒฬ—ฬจฬ–ฬฏiฬถฬ“อ›ฬฟอ†ฬ‹ฬ“อƒอƒฬพฬ•อ’ออ‹อ—ฬ“ฬฆฬฉฬ—ฬžฬปฬ˜ฬซฬฎฬกฬฅฬฉฬฐอŽtฬตฬ•ฬฐฬฆฬ–ฬผฬŸฬซอŽฬกฬฅอ…ฬฃฬญอœอ–ฬญyฬดฬ‘ฬŠอ‚ฬ”อ›ฬž'ฬดฬ…อŒฬˆฬ“ฬ…ฬšอ‚อฬŠฬอ’ฬฬฬ‹ฬ”อ€อ”ฬฃฬฬ–อˆฬกฬณฬซsฬธฬ…ออ˜ฬ„ฬŠฬ†อ†ฬ€ฬšฬ€อ„อ ฬ อ•อ‡ฬผฬงฬปฬชฬžฬ˜ ฬดอ€ฬพอ ฬ’ฬ˜ฬฌฬฌฬฏฬ™ฬ˜ฬฏฬ˜sฬธฬ‚อ’ฬ‚ฬ‹ฬ‚ฬ‚ฬกฬฅฬฬ ฬณฬบฬชฬฉฬจiฬธฬŽฬณอœอ‡ฬฒฬณอ‰อ“อŽฬฅฬณฬขฬ™nฬธฬ”ฬœฬฒฬฎอ™ฬŸ.ฬดอŒฬ‘ฬƒฬ€อ€ฬอ‡ฬขอŽฬ อœฬŸฬณฬฉฬคฬฅฬกอ™ฬ™ฬขอ™ฬณ.ฬถฬ›อ„อฬœฬงอŽอ–อ“ฬฅฬขฬก.ฬทอƒอ‡ฬอ™ฬขฬ˜ฬงฬ—อ”ฬฆฬนฬปฬฐฬ˜"ฬตฬ†ฬฟออ—ฬ•ฬ€อ—ฬšอ„ฬˆฬˆอ‹อ†ฬอ›ฬ‰อ†อ“อŽฬฃฬ ฬผฬฆฬญ

1
(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 Intellect is increased by 1.

No single organ in your body is critical for life. If any of your body parts are separated from your body, you may take Actions with the severed part for three hours. You may reattach severed body parts by spending an Action and Exerting your Mind.

Your Injuries no longer degrade with time.

You may make a +2 Weapon Damage Death Touch 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.

  • Detached parts move at 5 feet per Round. You may activate awareness Effects through detached sensory organs. This does not grant extra Actions.
  • 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 Passive Gifts

Finally, a more efficient way to get research done. No more need to get up and move to get more books to read.

You gain the following benefits at all times. You must actively and obviously be using A book to gain the benefits of this Effect.

You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
  • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
  • Weapons: You cannot wield weapons effectively in combat.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.
  • Levitation: If you are strong enough to lift yourself, you may levitate up to within 75 feet away from the ground. Movement is limited to 5 feet per Round.
  • Multiple Items: You can only interact with one thing or take one Action at a time.

  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

You gain the following benefits at all times.

Your Dexterity rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).

You also gain the following effects:

  • Bullet Time: Exert your Mind and spend an Action or Reaction to make a single dodge roll that applies its full Outcome to any attacks made against you that Round, including ones which cannot ordinarily be dodged, such as bullets.

You gain the following benefits at all times.

If you would take an Injury that would kill you, you donโ€™t die. Instead, you survive in an Incapacitated state, though you appear dead to any means of detecting life. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated

If, while you are unconscious, your wound level rises above your rating in Body + intellect, or if you take an Injury with Severity greater than your rating in intellect, 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.

You gain the following benefits at all times. You must actively and obviously be using Gold and Moonstone Bracelet to gain the benefits of this Effect.

You have 4 Armor, which reduces incoming damage from all sources of physical attack except Iron. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

Any Injury received from Damage that was reduced by this Armor is considered makeshift stabilized and will not degrade further. Any Battle Scar received from such an Injury is reduced by 1 level to a minimum of a Minor Battle Scar.

When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.

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 +0 Weapon Damage (instead of -1).

You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.

You also gain the following effects:

  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

Stock Passive Gifts

You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.

You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.

Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.
  • This Effectโ€™s Armor rating cannot be increased by any other Effects.
  • When shredded, it returns to full potency in one hour.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.

You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).

You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.

You also gain the following effects:

  • Brutal Strikes: If your attack inflicts a Battle Scar, you may choose which of the appropriate-severity Battle Scars the target suffers. If it causes a less severe Injury, you may inflict a Minor Battle Scar of your choosing.
  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

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

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).

You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.

You also gain the following effects:

  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

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.