Kaylie cuts her palm, letting the blood drip onto the ground, evoking the dark source of energy within her, she summons a large pillar of fire at a set location.
50/50, she's probably laughing her ass off as this happens.
Spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire).
You may start a new fire as large as a firepit's fire at your target. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see evil fire.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Somm gazes through the spirit veil, utilizing the boundary between worlds as a "cheat sheet" for X-ray. Unfortunately, his gaze manifests as a ghost orb in the psychical plane: a small ball of light which floats around eerily.
Exert your Mind and spend an Action to activate.
You may perceive things through Sight within 50 feet of you as though there were no walls or obstacles blocking your view for the next five minutes.
This Effect is not obvious, and the only sign you are using an Effect is the reflection of a bright orb in his eyes, floating around.. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Any Perception rolls made through obstacles are rolled at +1 Difficulty.
You create a visible manifestation at the Location where your senses are projected which looks like a ghost orb.
The gifted Lantern from the Yellow King lights up the paths and habits of where creatures and humans have walked and died, projecting a hologram for its user from its light
Exert your Mind and spend a minute to activate. Investigate an area with a radius of up to 500 feet At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn the following information about the area:
Patrick O’Neal’s leprechaun blood has always whispered to him about the essence of others—the spark that makes them special. Now, his connection to the mystical world has sharpened into a sinister ability: the power to strip away that spark entirely.
When Patrick snaps his fingers, a shimmering golden thread, invisible to most, coils from his target to him. It pulses as he steals what makes them extraordinary, leaving them hollow and utterly ordinary. To the victim, the transformation begins as a growing sense of discomfort, their body feeling heavier, weaker, more mundane. Within hours, they realize their unique traits—their speed, their charm, their brilliance—are slipping away like water through their fingers.
This affliction isn’t merely a theft; it’s a contagion. Those who touch the afflicted find themselves slowly drained of their own spark, creating a ripple of mundanity that could decimate a community. The only way to undo it is through an act of desperation: ending another life to reclaim what was lost.
Patrick doesn’t just take their uniqueness—he feels it, reveling in the thrill of his theft. To him, their spark is a fleeting taste of something forbidden, fueling his own ambitions for greatness. He has learned that everyone, no matter how unique, is vulnerable to his reach. In his mind, he’s not just a thief; he’s a reclaimer, a force of balance in a world of overpowered fools.
This power reinforces Patrick’s cunning, greed, and the darker side of his leprechaun blood. It ties his thievery directly to his mystical heritage and makes him a truly terrifying opponent.
Only effects passive effects from physiology, and doesn’t reduce character abilities or stats to below what they would be as a mundane
1. Loss of Gifts: Any supernatural or extraordinary powers are suppressed, leaving the target without access to their abilities. This includes:
• innate talents from not being a normal human
• Enhanced physical traits from not being a normal human (e.g., super strength, speed, or durability).
• Innate resistances from not being a normal human(e.g., immunity to poisons, diseases, or environmental effects).
2. Stat Changes:
• Body: Drops to the average human range (typically 2).
• Dexterity and Brawn: Lowered to average human capacity.
• Intellect and Charisma: Supernatural mental or social capabilities fade, leaving the target as unremarkable as an average person.
Exert your Mind and spend an Action. Select a Living target within 25 feet. Roll Dexterity + Thievery at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 9, and can be cured by Find a Four Leaf Clover. Gifts or supernatural Effects and Powers which would cure or prevent this affliction do not cure or prevent it, but instead offer a clear diagnosis and provide information regarding the method of treatment without requiring a diagnosis roll.
This Effect is not obvious, and the only sign you are using an Effect is Patrick snaps his fingers. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
You may only use this Effect once per day.
Edgar leans in close to the grappled or restrained target, using his thin pebbled tongue to extract a live maggot infesting his body, which he then inserts into an ear, a nostril, the mouth, or another orifice of choice - he then pronounces the terms upon which the maggots will mystically multiply, consuming the victim from within...slowly.
A curse learned from the vile pages of the Cultes des Goules, this effect relies on maggots that have come to live within the bodies of the Ghouls themselves, feeding on detritus & rotting flesh that lodges between the creatures teeth. These maggots are not generally harmful to the Ghouls, but if forced into healthy flesh they can be unnaturally voracious, made even more so by a Maledicta from the dread book - when the curse is fulfilled, the maggots multiply within the victim, eating him from the inside out in an excruciating process that can take up to a minute - of those killed by The Worm Turns, only bones remain.
Exert your Mind and spend an Action. Select a Living target within arm's reach. This Effect cannot be used unless the target is grappled or restrained. You must use up a live maggot in order to activate this Effect. Roll Brawn + Melee 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 6. The target's Armor is completely ignored.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
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.
Gustav acts as a conduit for his dark passengers to broker a deal with the target, as this negotiations go gustav draws demonic symbiology on the target and speaks in a cascade of different voices and languages finally finishing the contract and leaving the target with a small scar. the scars look varies depending on the power gifted but will always look like a body part from an animal that best fits the augment.
Exert your Mind and spend an Action. Select a Living target within arm's reach. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
By transplanting a body part from an Alien being, you can grant an intrinsic Effect from that part to the subject. Its power level should be limited to one Gift Point or less.
The augmentations you provide are not outwardly visible nor obvious.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
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 you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. 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.
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind (unless you win a coin flip) and Spend an Action. Select a Living target within 45 feet. Roll Intellect + Occult at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
True to their namesake, the hacker can penetrate the security of any computer system, granting access to its informational stores, or, in a pinch, allowing them to issue commands. The hacked system will display a flickering image of a ghost until it is dismissed.
While hacking, The Technician's fingers move with supernatural speed, blurring like a ghost.
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.
While addressing a crowd, the influencer may use coded language to send secret messages to a particular person in the crowd. These messages can't be noticed or understood by anyone but the intended target.
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 you are speaking to multiple people and the target is listening.
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 cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.