Firebird's Wake Remnants of the firebird are all around you if you care to look.

1
The power to grievously injure a target.
Used by Zephyren Sangris, Created by Cryst0lline.
(This Effect is obviously Alien when used. When activating this Effect, it is obvious you are attacking the target. You must actively and obviously be using nonflammable gloves with one wing drawn on each palm.)

Zephyren gathers mystical energy into his palms and cups them so that the wings on the gloves align. Blowing on them causes a firebird to ignite and fly at the target.

On the firebird:
It's said that the firebird brings bad luck to its captor, though Zephyren's luck is horrible enough that he wouldn't notice a little more of it. Besides, he's launching it at someone else, so if anything the bad luck with transfer to them first.

On energy:
In his childhood, people would always talk about 'qi' and how it flows together to create a unified being. Apparently, deities also have 'qi', as if it is one of the foundations of the universe. He's had some practice trying to manipulate it through tai chi, though he was never really good at it. Zephyren's enhanced senses have allowed him to pinpoint and gather the scattered energy of perished firebirds. Bringing them together, he can nearly mimic their rebirth for just long enough to enact their wrath on those who threaten him.

On voices:
Zephyren hates to admit it, but he doesn't bode well with people raising his voice at him. The noise grates at his ears, and he also goes into fight or flight and starts to make very reckless decisions. It's because being yelled at usually entails worse consequences in an Asian household. Words are never enough and Zephyren can only start to expect the worst. Yet, this is also when his true abilities come out.


Spend an Action. Select a target within 50 feet. This Effect cannot be used unless a living being raises their voice at you. You must actively and obviously use nonflammable gloves with one wing drawn on each palm to activate this Effect. Roll Perception + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the Contested Outcome is positive, the target takes that much Damage plus 4.

You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.

The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.

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

Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of Effect. There must be no substantial obstructions between you and your target.

Community Power Gifts

You gain the following benefits at all times.

You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.

  • Communing with terrestrial animal does not grant them intellect but does allow you to converse with them.

You gain the following benefits as long as you are in your powered-up state.

Any Injury you receive from a source other than water or cold based effects heals quickly, reducing its Severity by one level every 10 minutes. 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.

Once an Injury has been reduced in Severity by two levels, it no longer benefits from this effect and instead heals as normal.

Injuries you receive from water or cold based effects are increased in Severity by 1.

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

You gain the following benefits as long as engaged in combat with Pistol/Handgun.

+2 dice to all Pistol/Handgun rolls.

You also gain the following effects:

  • 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.
  • Swift Shooter: You may move your full Dash distance and make an attack without a movement penalty in the same Round of combat.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

Exert your Mind and spend 15 minutes to activate. Select a Device within 300 feet. Does not work on Alien technology. This Effect cannot be used unless the target is an explosive device. 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. The hacking roll and their defensive roll are both 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.

  • When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.
  • You can target yourself if you qualify as a valid target by the other requirements.

The mind is complex and intricate. On the physical level, it is a marvel of biology. You have learned to tap into the untapped potential within your own mind and that of those around you. Reaching into the metaphysical world is as simple as pulling a few strings. The more you have, the easier it gets.

You can use this to your advantage. By focusing deeply, you can manifest and demanifest the world around you. Whilst entirely held within your own mind, a bit of help from others never hurts.

You can't help it really. Reaching that deeply within a mind does terrible things to dredge up trauma. When the connection is severed, they see where you went - where you had to dig. They may never forgive you. They may never accept you. You are not enough. You are a monster.

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 small firearms in your stash, each no larger than something which could fit inside a ziploc snack bag (1 liter), and you may store up to 15 of them 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 their darkest fears or worst memories flash before their eyes. You are present in these visions as either a cause or effect of said negative experience.

  • "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.

Stock Power Gifts

Spend one minute. Select a Sapient target or a Creature within arm's reach. 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 + Medicine at Difficulty 6. The target may Resist.

You learn all the following information about your target:

  • You determine any medical or physiological issues they have, as well as their species and a general overview of their biology.
  • You learn a full medical history, including past injuries and illnesses as well as the healing process involved.

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

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.

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.

Exert your Mind and spend one minute. You must actively and obviously use a cell phone to activate this Effect.

Summon a single goon at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.

  • Attacking: Minions can make melee range attacks with 5 dice to attack and +1 Damage.
  • Body: Minions have 6 Body.
  • Movement: Minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint.
  • Intelligence: They have dog-level intelligence, but are capable of communicating information back to you. They cannot actively use Equipment.
  • Actions: Minions cannot dodge or Defend. Any Perception checks they make are rolled with 3 dice.

You may only use this Effect once per day.

Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.

You learn the following information about the area:

  • You can tell the age of any structure or natural formation in the area. This includes trees and plants growing in the area.
  • You learn how heavily trafficked the area is, what sorts of Animate beings have moved through the area and when.
The quality and specificity of information gained depends on your Outcome.

  • 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.

You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.

The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.

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

  • Depending on the length of your message, it may take a target some time and/or effort to understand it in its entirety.
  • 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.