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 Activated Gifts

(The image is unfortunately AI https://www.deviantart.com/chrisd19/art/Wereshark-968134116 but it fits well enough :-;)

Exert your Mind and spend a Quick Action.

You transform into a wereshark for 3 minutes. You have access to all of your Powers while you are a wereshark, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.

While transformed, your Brawn is increased by 2. Your Stress is reduced by 2.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).

If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the brutal, visceral transformation of a shark monster.

Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.

Possession of this Power grants the following Battle Scar: Gilled Stomach: The flesh of your stomach is lined and exposed like a shark's gills. Called shots against your stomach do +2 damage. If an attack hits you which could conceivably hit your stomach, roll 1d10 at Difficulty 6. If you fail, the attack hits your soft spot and does +2 damage.

While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend at least two Actions performing the following ritual: A ritual Circle must be drawn and offered a drop of the casters blood while a chant is used to bind the summoned demon to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

Summon a single ________ at your location. They will last for an hour, or 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.

Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. They cannot move faster than a walk and cannot dodge incoming attacks. They have dog-level intelligence, but are capable of communicating information back to you. Any Perception checks they make are rolled with 3 dice.

Your minions can fly at their normal movement speed.

Exert your Mind (unless you win a coin flip) and spend 1 minute. You must actively and obviously use Instrument, preferably a lute. to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Charisma + Performance at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

  • Unstabilized wounds do not degenerate during treatment.

Exert your Mind and spend an Action.

Summon up to 3 Sapient revenant soldier at your location. They last for two hours or until they move more than 150 feet from you or are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make firearms Attacks. Their unarmed Attacks are melee range and deal +2 Damage.
  • Body/Mind: Minions have 5 Body. Your minions roll 3 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 3 dice. Any other roll is made with 3 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

You may end this Effect prematurely as a Free Action.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see shifting forms and bellowing screams of the damned.

  • Minions die if targeted with Energy Transfer (before the Effect resolves) or if an Artifact or Consumable they use would Injure them or cause them to roll Trauma.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Exert your Mind and spend one minute.

Summon a single small demon 3'11 with small pitchfork and wings at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 2 minions active at a time.

  • Attacking: Minions can make melee range attacks with 4 dice to attack.
  • Body: Minions have 4 Body.
  • Movement: Minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint. Your minions can fly at their normal movement speed.
  • 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 8 dice.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see summoning literal demons.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

Stock Activated Gifts

Exert your Mind and spend an Action.

You transform into a flowing pool of water for the next minute. 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.

Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.

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.

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.

  • The Severity-limiting effect from Squish does not stack with the Enhancement Tough from Mythic Brawn.

Expend a point of Battery and spend an Action or Reaction.

You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.

When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.

You leave a golden glow shaped like yourself at your location.

  • If you use this Effect to dodge as a Reaction, it succeeds without the need for a roll. Cannot be used as a Desperate Defense.
  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

Expend a point of Battery and spend an Action.

You automatically detect all people wielding weapons within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.

  • This Effect does not satisfy the line of sight targeting requirement for other Effects.

Exert your Mind and spend an Action. You must use up a container of fine powder in order to activate this Effect.

You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.

  • This includes any objects that come into range during activation.
  • This Effect does not satisfy the line of sight targeting requirement for other Effects.

Exert your Mind and spend an Action.

You transform into a brown bear for two hours or until you choose to end the Effect. See the Extended System text for stats.

While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.

Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.

Possession of this Power grants the following Trauma at all times: Intolerance for society. When you are in a situation with strict social protocols (like a trial or a formal dinner) roll Self-Control not to enter a flight or fight response.

  • Creature Stats
    • Large (larger than human, smaller than elephant) Body: 8. Brawn 6. Dexterity 2. Fall damage increased by 2. Armor: 1
    All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for “predators”). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.
  • Animals that are quicker than humans (like dogs) have 50 feet of Free Movement. Animals that are very slow (like turtles) have 0 feet of Free Movement.
  • You cannot transform if there is not enough room to do so.
  • The form you take must have the same stats and abilities as a single, extant animal of the relevant size.