VI: Proper Powers!

It’s a rare setting where there isn’t some kind of strangeness going on, with some rare folks possessing abilities far above those of mere mortals. In fantasy games, those with Mysterious Blood are the spell hurling Wizards and the angel-communing holy Priests. In Science Fiction games, they possess frightening mental abilities, able to manipulate the world around them with but a thought.

·         If you’ve purchased the Mysterious Blood Boon, choose one Strangecraft from those available in your setting.
·         Strangecrafts are disciplines that contain an array of powers that follow the general theme of your Craft.
·          Secrets are the individual powers, spells, or abilities that relate to the Strangecraft you practice.

Focus
Secrets are fueled by a resource known as Focus. Whenever you wish to make use of a Secret that you know, you must pay the Focus cost to do so. Focus returns at a rate of one spent Focus per hour. Your starting Focus pool is 10.

Note that the term “Focus” isn’t universally used. It is merely a standard phrasing of the strange force that powers the enigmatic Strangecrafts that those with the Mysterious Blood Boon practice. A snobby Wizard would probably call Focus “Mana”, and an enlightened Seer practicing Mentalism might call Focus “Aura”. Flavor the term however you like, it all works the same!

Strangecraft Curse
Each Strangecraft has a price to pay for the power it offers. Those who merely dip a toe in these strange arts are known as Dabblers, and gain immunity to this Curse. Those who seek true mastery of their Strangecraft have this Curse etched into their very being. If you purchased the Mysterious Blood Boon twice you gain the Curse relating to your chosen Strangecraft. Furthermore, Dabblers can not purchase Advanced Secrets of their Strangecraft.

Investing Focus
Some Secrets are always active, and require the user to Invest Focus to constantly maintain. When you Invest a point of Focus, that point is unavailable for any use other than fueling the Secret it is maintaining. For instance, if you have a Focus pool of 10 and know a Secret that requires you to invest a point of Focus, you only have access to 9 points of Focus, as one point is always in use to maintain the Secret in question. Note that you cannot invest more than half of your full Focus Pool (round down).

Restrictions
In order to manifest the powers available in the Strangecrafts, you must be able to speak, as well as gesture with at least one free hand. Also, those with the Mysterious Blood Boon cannot channel the necessary energies while wearing physical Armor or using shields.

Some Secrets are labeled as (Advanced) next to their name. Advanced Secrets require full dedication to a Strangecraft to learn and perform, and as such, can only be purchased and performed by those who purchase the Mysterious Blood Boon twice. Mere dabblers in an art cannot hope to wield such formidable power! You may only learn Basic Secrets at Character Creation. Advanced Secrets must be unearthed via Experience Point expenditure.

Example Strangecrafts
Presented below are a few examples of Strangecrafts that you might come across in your game setting. The names of certain Strangecrafts and their Secrets might be changed to fit in more with your particular game. Each of the sample Strangecrafts presented below contain Secrets within them that are commonly associated with that Craft. In case it needs to be said, you can only practice one Strangecraft. The Secrets listed for each Strangecraft are merely examples. You can create your own Secrets and use them with Dave Master  approval, using the ones listed here as a baseline.

WIZARDRY
Requirements: Intellect 6+, Bookworm (Arcana) 2+
Curse-Spellbook: Those who practice advanced Wizardry gather their arcane might through their Spellbooks, a collection of their magical learning and know-how. Those with this Craft Curse cannot recharge spent Focus without having their Spellbook on their person. If your Spellbook is ever destroyed or lost, you cannot regain Focus until you spend 10 Experience Points to create a new one.

Magesight
This Secret requires you to Invest one Focus. Magesight allows you to see the gleaming aura of magical items and spells. Those affected by magic radiate a slight glow, the color of which even tells you the nature of the magic affecting them. You can see the magical aura around items as well, and you can immediately decipher the magical capabilities of any magic item that you physically inspect.

Sorcery Bolt
This Secret requires you to Invest one Focus. You can spend a full action to hurl a crackling bolt of arcane energy at a foe using an Aim roll as an attack. The damage of this bolt is 2d4 + your Intellect modifier damage. You can purchase this Secret twice to increase the damage to 2d6 + Your Intellect Modifier. Whenever you Triumph on an attack using this Secret, you immediately regain a lost point of Focus.

Arcane Armor
By spending a point of Focus, you conjure an invisible field of protective magical armor around you. This grants you a +4 Armor Bonus. This Secret also protects you from harmful magic, and all damage rolls made against you from Secrets of any kind gain Disadvantage. This lasts for 4 hours. This Secret cannot be cast on others.

Shape Change
You can spend a point of Focus to assume the shape of a natural animal. This Secret is available to numerous Crafts, but the animal that you can turn into depends on which Craft you practice. Those who practice Wizardry can turn into owls or cats, those who practice Necromancy can turn into vultures or rats, those who practice Nature Magic can turn into hawks or wolves, and those who practice Infernalism can turn into bats or goats. This change in shape lasts for one hour. You cannot change your shape while you are being observed.

Familiar
This Secret requires you to Invest one Focus. This Secret grants you the service of a Magical Familiar, a highly intelligent being that assists you in your studies. This Secret is available to numerous Crafts, and the type of Familiar changes depending on the Craft employing it. Wizardry Familiars tend to be talking cats, birds, or impossibly intelligent versions of mundane creatures or even baby Dragons. Necromancy Familiars are often gruesome beings like rolling eyeballs, rotting gargoyles or floating, cackling skulls. Infernalism Familiars are often small and demonic imps. Familiars can perform small tasks in your service, and while your Familiar is within 10 feet of you, you gain +1 to the damage of all your Secrets, as well as Advantage on all Bookworm Skill tests.

Conjuration
You can spend a point of Focus to immediately summon a small object that can fit in the palm of your hand. This power cannot be used to summon specific items, but only creates a standard version of a mundane object with no moving parts. You could use this Secret to conjure a dagger, quill, flower, cup, a set of dice, or any item that the GM allows. One hour after summoning, the conjured item crumples to useless dust.

Mirage
You can assume the appearance of anyone you have physically seen, or make up a new identity to disguise yourself. Assuming this disguise costs 1 Focus and lasts for ten minutes. This Illusion also masks your voice. Your Illusion doesn’t change the texture of your features, however, so if you have created an illusionary big, bushy beard and someone runs their fingers through it, they will be able to see through your illusion.

Teleport (Advanced)
You can spend a point of Focus to create a large arcane glyph on the ground. This takes 1 hour. At any point during the day, you can utter a word of power and spend another point of Focus to instantly teleport back to the location of the Glyph, at which point the arcane Glyph fades. You can purchase this Secret twice to gain the ability to Teleport others with you, as long as they are physically touching you when teleport to the Glyph. For each passenger you wish to take with you, you must spend another point of Focus.

Counterspell (Advanced)
This Secret requires you to invest a point of Focus. You specialize in protective magics and countering the spellcasting efforts of others, sometimes even reflecting their own power back at them! Whenever you are the sole target of a harmful Secret (Secrets that target a radius do not count), roll a d6. On a result of 5+, the spell does not affect you. You may purchase this Secret twice to increase this protection to a roll of 3+. If you ever roll a 6 on your Counterspell roll, then the Secret is reflected back at the caster as if they were the intended target!

Meteor Shower (Advanced)
By spending between 1 and 5 points of Focus and taking a Full Action, you summon a fiery storm of meteors that pour from the sky that pummel all foes within a 25 foot radius. You must be outdoors to use this Secret. All targets within the 25 foot radius must roll a Successful Agility (Senses) roll at difficulty 15 to avoid taking damage. This Secret can be used once per day and causes horrific property damage. You deal 2d6 damage for each point of Focus spent to fuel this ability.

CELESTIAL MAGIC
Requirements: Bookworm (Religion) and Heal 2+
Curse-Pure Soul: As a practitioner of Holy magic, you gain your potent abilities from higher powers who expect you to behave in a certain way. If you gain your powers from a specific deity, they expect you to live up to the tenets of their religion or pay them certain respects. In essence, you must live a humble, good life in service to others. Acting selfishly or against the interest of your religion robs you of your ability to use Celestial Magic until you have atoned for your sins in some fashion.

Puresight
This Secret requires you to Invest one Focus. Puresight allows you to see the life aura surrounding all beings. You instinctively know the strength of someone’s life force by observing them. Those who are healthy and young have vibrant energies that crackle and glow. The old or sick have faded or disrupted essences. Undead radiate cold, black auras and the infernal radiate hellish green auras. Use of this secret allows you to easily detect demons and undead, even if they can otherwise perfectly assume Human form.

Holy Bolt
This Secret requires you to Invest one Focus. You can spend a full action to hurl a lance of brilliant celestial energy at a foe using an Aim roll as an attack. The damage of this bolt is 2d4 + your Intellect modifier damage. You can purchase this Secret twice to increase the damage of your Holy Bolt to 2d6 + Your Presence Modifier. Damage rolls using Holy Bolt gain Advantage against Undead and Demonic targets.

Divine Armor
By spending a point of Focus, you conjure an invisible field of protective magical armor around you. This grants you a +4 Armor Bonus. This Secret also infuses you with positive energy, allowing you to regain 1 point of Energy at the start of each of your turns for as long as this Secret is in effect. This lasts for 4 hours. This Secret cannot be cast on others.

Halo of Light
By spending a point of Focus, you gain a gleaming halo of light that acts as a light source as well as a heat source. While under the effects of this secret, you can see as well as if you were holding a very bright torch, and you are immune to the effects of cold. You could walk naked through a blizzard and be toasty warm under your protective halo. This spell lasts for up to 4 hours or until dispelled. While protected by your Halo of light, all attacks made on you from Undead or Demonic opponents suffer Disadvantage.

Crusader
This Secret requires you to Invest one Focus. You are filled with righteous fury that fells enemies of your faith. You gain Advantage on all attack rolls that target Undead or Demonic enemies. You may purchase this Secret twice to also gain Advantage on all damage rolls that target Undead or Demonic enemies.

Exorcism
Once per day, you can spend a point of Focus to attempt to bring ruin upon an Undead or Demonic enemy by gesturing at them and uttering a powerful rebuking sermon. The target must be able to hear your voice and be within your line of sight. The target then immediately rolls an Endurance test and you roll a Presence test. If you fail, nothing happens. If you succeed, the target is immediately banished from this plane, returned to the Underworld (if Undead) or Hell (if Demonic).  They are Banished for as long as you live. An enemy who resists this Secret cannot be targeted by it again from you.

Lay on Hands
This Secret requires you to Invest one Focus. You can channel positive energy through your being, revitalizing the weak and injured by placing your bare hands on them. By spending a full action and touching a willing target, you heal them of 2d4 Energy + your rating in the heal skill. You can purchase this Secret twice to also gain the ability to cure common diseases by touching an afflicted target and spending a point of Focus. You may use this Secret up to three times per hour. This power cannot heal Wound Damage or be used on a Wounded Target.

Prayer of Mending (Advanced)
Once per day, you can spend a point of Focus and recite a five minute long prayer over an injured party. At the end of the Prayer, the target is healed of all Energy and Wound damage. You may purchase this Boon twice to affect more than one target, paying 1 Focus for each target you wish to heal. This Secret can be used on yourself.

Secret of Ages (Advanced)
This Secret requires you to Invest one Focus. You are out of the reach of death, and harbor such intense life essence that you will never succumb to illness or old age. You can still be killed by normal means, but natural causes of death have lost their power over you.

Resurrection (Advanced)
Once per Month you can spend a point of Focus to attempt to bring the dead back to life. There are limits to this powerful Secret, however, in that the target must have met their end before their time. This does not work on those who take their own life, die of old age, natural causes or simply don’t wish to return. You cannot force a dead soul to return to life if they are at peace in the afterlife. You must have the majority of the remains of a body to perform this secret, and the elaborate rite takes one hour to perform.  This secret will not work on a body that has been dead for longer than 3 days.

NATURE MAGIC
Requirements: Primal and Survival 2+
Curse-Woodlander: Your intense ties to the natural world mark you as an outsider in places of civilization and technological excess. When traveling in a civilized area, you stick out like a sore thumb, gaining Disadvantage on all applicable social rolls. The noises and cloistered nature of civilization are constant annoyances to your primal soul.

Predator’s Senses
This Secret requires you to Invest one Focus. You gain the permanent ability to see the heat patterns that all living beings radiate. Furthermore, your vision, hearing and sense of smell all intensify like those of a beast. You can track others by scent, and gain Advantage on all Senses skill rolls.

Serpent’s Kiss
You gain the ability to spit searing venom at foes. By spending a point of Focus, you can make an Aim attack at a target. If successful, you poison the target for 4 turns, dealing d12 damage as the venom sizzles and burns into their skin. At the start of a Poisoned target’s next turn, they suffer d10 damage. At the start of a Poisoned target’s turn after that, they suffer d8 damage, and so on, until they suffer no damage and are no longer poisoned (at the start of the target’s 5th turn after taking initial damage). A Poisoned target cannot be attacked via this Secret. While Poisoned, a target cannot regenerate Energy by any means.

Earthen Armor
By spending a point of Focus, your skin assumes the texture of sturdy bark that is wreathed in keen thorns. This grants you a +4 Armor Bonus. This Secret also punishes anyone who makes a successful close combat attack against you by dealing 1 damage to your attacker as they are punctured and pierced by the thorns that protect you. This lasts for 4 hours. This Secret cannot be cast on others.

Shape Change
You can spend a point of Focus to assume the shape of a natural animal. This Secret is available to numerous Crafts, but the animal that you can turn into depends on which Craft you practice. Those who practice Wizardry can turn into owls or cats, those who practice Necromancy can turn into vultures or rats, those who practice Nature Magic can turn into hawks or wolves, and those who practice Infernalism can turn into bats or goats. This change in shape lasts for one hour. You cannot change your shape while you are being observed.

Wild Soul
This Secret requires you to Invest one Focus. You develop a keen bond with the beasts of nature, gaining the ability to communicate with and understand them effortlessly. Animals seem drawn to you and naturally comfortable in your presence, and sometimes even petition you for aid.

Harvest
By spending a point of Focus, you can touch a patch of natural ground and instantly summon forth a bountiful harvest of nourishing and delicious food that creates 25 points of Rations. This ability can be used once per day, and can only be activated during the daytime. This Secret can be used during any season or condition, and you can summon a Harvest even in a blizzard or in a desert.

Neptune’s Child
This Secret requires you to Invest one Focus. You automatically form a set of gills on the sides of your neck whenever you are submerged in water, gaining the ability to breathe underwater indefinitely. You also gain webbed fingers and toes, which aid you in swimming, granting Advantage on all rolls made to swim or maneuver underwater.

Gaia’s Haven (Advanced)
By spending a point of Focus, the ground slowly consumes you, offering you shelter and protection. You cannot perform this Secret while you are being observed, and it takes 3 turns for you to fully sink into the earth. This Secret lasts for up to 8 hours. During this time, you may travel beneath the earth at rapid speeds (double your normal speed). This Secret can only be used on natural ground, and cannot be activated indoors. At any time, you can end this spell and reemerge from the ground, which also takes 3 turns.

Weather Control (Advanced)
You can spend a point of Focus to dramatically alter weather patterns around you. This requires an hour long ritual in the form of dancing and chanting. Once the ritual is concluded, the current Weather conditions dramatically enhance or calm, depending on the whim of the user. This Secret can turn a sunny day into a cloudy day, turn a snowstorm into a blizzard, or calm a hurricane to a mere drizzle, but it cannot make unnatural changes in weather, like summoning a blizzard in the middle of summer. Purchasing this Secret twice allows the caster to once per hour summon a bolt of lightning from the heavens. The target rolls an Agility test at difficulty 15 to avoid the blast (gaining Disadvantage if they are wearing metal armor), and suffers 5d6 damage if struck (the damage roll gains Advantage if the target is wearing metal armor). To call lightning, you must be outdoors and the weather must be cloudy.

Mask of the Beast (Advanced)
You can spend a point of Focus to assume the form of a fearsome hybrid between man and beast. You resemble a hulking, fur covered killing machine that walks on two legs and maintains its cunning and intelligence. This transformation grants you a ferocious maw of sharp teeth and curved, brutal talons. Any of these natural weapons can be used as a Scrap attack. Your claws deal d6 + Strength or Agility modifier damage and your bite deals 2d6 + Strength Modifier damage. These claws and fangs are so keen that you gain Advantage on damage rolls with them. While transformed, you regenerate 1 energy at the start of each of your turns. Your skin becomes thick and lean when you assume this form, and your Armor Class becomes 18 no matter what it was before. Lastly, you can take a full action on your turn to take two Claw attacks or one bite attack. This Secret can be used once per day and can last up to an hour. While wearing the mask of the beast, you cannot use any other Secrets unless you have Invested Focus for them.

NECROMANCY
Requirements: Intellect 6+, Bookworm (Occult) 2+
Curse-Grim Existence: Your exposure to negative energy has forever tainted your essence. Your hair turns stark black (no matter what color it was beforehand), your eyes turn completely white, and your flesh grows pale and sickly. You keep nocturnal hours, sleeping during the day and being active at night. Lastly, since you are so infused with negative Death energy, you lose the ability to have children. You can still perform the deed, but your life essence is dimmed to the point where you cannot pass it to offspring.

Ghostsight
This Secret requires you to Invest one Focus. You are intimately attuned to the forces of the afterworld, and can effortlessly see ghosts, specters, spirits, and any other Undead being that normally would be undetectable. You can effortlessly communicate with these beings, and they you. Ghosts and spirits are attracted to those possessing this ability, and you can expect the dead to seek your aid.

Leech Bolt
This Secret requires you to Invest one Focus. By spending a Full Action you can hurl a bolt of sickly green energy from your fingers that oftentimes takes the form of a spectral claw or even a fanged skull that occasionally leeches life from its victims on contact. This is an Aim attack. The damage of this bolt is 2d4 + Intellect Modifier damage. You can purchase this Secret twice to increase the damage to 2d6 + Your Intellect Modifier. Whenever you Triumph on an attack using this Secret, you drain the life force of your target, immediately gaining an amount of Energy equal to the damage you inflicted with this power.

Bone Armor
By spending a point of Focus, you surround yourself in a putrid armor of tattered bone. This grants you a +4 Armor Bonus. While in your suit of bone armor, Undead beings are cowed by your Necromantic prowess, and all Undead enemies suffer Disadvantage on all attack and damage rolls against you. This lasts for 4 hours. This Secret cannot be cast on others.

Shape Change
You can spend a point of Focus to assume the shape of a natural animal. This Secret is available to numerous Crafts, but the animal that you can turn into depends on which Craft you practice. Those who practice Wizardry can turn into owls or cats, those who practice Necromancy can turn into vultures or rats, those who practice Nature Magic can turn into hawks or wolves, and those who practice Infernalism can turn into bats or goats. This change in shape lasts for one hour. You cannot change your shape while you are being observed.

Familiar
This Secret requires you to Invest one Focus. This Secret grants you the service of a Magical Familiar, a highly intelligent being that assists you in your studies. This Secret is available to numerous Crafts, and the type of Familiar changes depending on the Craft employing it. Wizardry Familiars tend to be talking cats, birds, or impossibly intelligent versions of mundane creatures or even baby Dragons. Necromancy Familiars are often gruesome beings like rolling eyeballs, rotting gargoyles or floating, cackling skulls. Infernalism Familiars are often small and demonic imps. Familiars can perform small tasks in your service, and while your Familiar is within 10 feet of you, you gain +1 to the damage of all your Secrets, as well as Advantage on all Bookworm Skill tests.

Withering Touch
You can spend a point of Focus to physically touch a small object and corrode it from within. The smaller the item being affected with this Secret, the more dramatic the effect. Using this Secret on a small, common lock would immediately reduce it to a clump of useless rust, but using it on a sturdy wooden wall would only warp and age a small section of the wood. This Secret can wither plantlife and deals 3d12 damage when used as a Scrap attack against plant creatures. One ghastly property of this power is that it can be used to immediately turn a corpse into a pile of ash, making this Secret invaluable when it comes time to dispose of a body…When used on inanimate objects, this power only affects common quality items. Masterwork of magical items are too well-made to fall victim to this ability. The GM has final say on what the uses of this power can accomplish.

Corpse Creeper
This Secret requires you to Invest one Focus. Bugs like you. Like, a lot. You can communicate fluently with vermin like flies, spiders, roaches, maggots, worms, and any other insect that you might find in a graveyard. You attract such beings to you, which can be exceedingly disconcerting to others. Needless to say, you aren’t very welcome in fine restaurants. You may purchase this Secret twice to gain the ability to spend a point of Focus to effortlessly crawl up and along sheer surfaces like a spider for 1 minute.

Fear (Advanced)
You radiate a palpable aura of eerie oogliness when you spend a point of Focus to activate this Secret, becoming a being of horrendous horror to those who dare meet you in combat. Any living being who makes attack rolls against you within 5 feet suffer Disadvantage on their attack and damage rolls and cannot spend Luck points for any reason. Undead or mechanical beings are immune to this ability. This Secret lasts for 3 turns. As long as this Secret is active, you gain Advantage on all Persuasion rolls made to intimidate others.

The Boatman’s Touch (Advanced)
This horrific spell can be used once every seven days on any living being, and has no effect on Undead or mechanical beings. You immediately disconnect a being from its life force, stripping all life from it in one agonizing moment. The target rolls a d20. On a result of 17-20, the target immediately expires in a horrendous and malevolent scene. You must touch the target to use this power. You can purchase this Secret twice to improve the odds of success to rolling a 15-20. This hideous spell can kill even the most powerful of living beings with but a gesture. A being who resists a Necromancer’s Touch of Death once cannot be targeted by that Secret again by the same Necromancer. Such corruptive magic does not come without its price, however, and each successful use of this Secret ages the user physically 5 years. Those who meet their end via this Secret cannot be brought back from the dead under any circumstances.

Blackheart (Advanced)
This Secret requires you to Invest one Focus. Through intense study and agonizing ritual, you have become Undead. You no longer need to eat or breathe, and you cease to age. While you no longer are required to partake of meals, you do find raw, bloody meat to be particularly delicious. Your appearance changes slightly, rendering you more gaunt and lifeless than you already were beforehand. Other Undead are drawn to you, and see you as one of their own. While this power confers some creepy benefits, it also makes you vulnerable to all Secrets that specifically target Undead. Lastly, you gain health differently than others. Since you are Undead, you no longer regain health naturally, but instead, fully recharge of all lost Energy and Wounds after sleeping in a coffin for 8 hours. Naturally, the living find your condition…curious.

INFERNALISM
Requirements: Bookworm (Demonology) 2+
Curse-Demonic Pact: You didn’t think all this power and junk was free, did you? You made an infernal pact with a powerful Demon NPC who calls in favors from time to time, compelling you to serve its interests when it is darn inconvenient for you. I mean, you could always refuse, right? Furthermore, you find yourself quite uncomfortable around sacred ground like churches and temples, and holy symbols aren’t exactly your favorite things.

Sinner’s Sense
You have the impeccable ability to spot the sinful nature in others. You must physically touch someone and spend a point of Focus to activate this power. Unless that person is exceedingly devout, you get a very clear sense of what sinful drives motivate them. This Secret can be useful when getting dirt on someone that you can then use against them, tempting them further with the one thing they just can’t resist…

Hellbolt
This Secret requires you to Invest one Focus. By taking a Full Action you can hurl a bolt of searing green hellfire from your fingers that incinerates your foes by rolling an Aim attack. The damage of this bolt is 2d4 + Presence Modifier damage. You can purchase this Secret twice to increase the damage to 2d6 + Your Intellect Modifier. Whenever you Triumph on an attack using this Secret, the target bursts into flames, taking 2d4 damage at the start of their next turn for the next 3 turns.

Infernal Armor
By spending a point of Focus, you surround yourself in a suit of armor made of leathery demonic tentacles. This grants you a +4 Armor Bonus. While in your suit of sincerely squiggly tentacle armor, you can spend a point of Luck to command the tentacles to lash out at any opponents within close combat range. The tentacles attack at a +4 bonus and deal 2d6 damage.  This lasts for 4 hours. This Secret cannot be cast on others.

Shape Change
You can spend a point of Focus to assume the shape of a natural animal. This Secret is available to numerous Crafts, but the animal that you can turn into depends on which Craft you practice. Those who practice Wizardry can turn into owls or cats, those who practice Necromancy can turn into vultures or rats, those who practice Nature Magic can turn into hawks or wolves, and those who practice Infernalism can turn into bats or goats. This change in shape lasts for one hour. You cannot change your shape while you are being observed.

Familiar
This Secret requires you to Invest one Focus. This Secret grants you the service of a Magical Familiar, a highly intelligent being that assists you in your studies. This Secret is available to numerous Crafts, and the type of Familiar changes depending on the Craft employing it. Wizardry Familiars tend to be talking cats, birds, or impossibly intelligent versions of mundane creatures or even baby Dragons. Necromancy Familiars are often gruesome beings like rolling eyeballs, rotting gargoyles or floating, cackling skulls. Infernalism Familiars are often small and demonic imps. Familiars can perform small tasks in your service, and while your Familiar is within 10 feet of you, you gain +1 to the damage of all your Secrets, as well as Advantage on all Bookworm Skill tests.

Hellborn
This Secret requires you to Invest one Focus. Let’s just say you’re used to a far hotter climate than most. You gain immunity from damage from fire or flame, and in fact, find such things comforting. You can bathe in lava or take a leisurely stroll through an inferno and not even break a sweat. A strange side effect of this Secret is that you grow a small set of shiny black horns on your forehead.

Blood Sacrifice
This gruesome ritual can be performed once per day and costs a point of Focus. Your target must be in your line of sight and you must ritually run a blade of some kind (most traditional Warlocks find sacrificial daggers to be particularly fitting when using this power, but even an ax will do in a pinch) over your flesh while uttering a vile curse. You suffer d12 damage for this wound, but deal thrice that to your target, who takes an immediate 3d12 damage. Your victim re-rolls all 1’s rolled for damage.

Dark Bargain (Advanced)
By spending a point of focus, you snap your fingers and summon an ancient scroll made of dried flesh, as well as a black quill pen. Using these tools, you can write up a contract between yourself and another party. Both participants must willfully sign the contract in their own blood for it to be enforced. One must fully be aware of what they are signing and do so willingly, without coercion or threats. Once signed, any party that breaks their side of the bargain suffers a truly hideous fate that is better left to the GM to decide. This potent ability is never used lightly, and can be used by the Warlock to manipulate the wording of the contract to benefit them. Dark Contracts are followed to the very letter, afterall! Only one Dark Bargain can be active at any one time. Once both parties have fulfilled their sides of the bargain, the Contract is filed and a new Dark Bargain can be writ.

Curse of the Succubus (Advanced)
This potent ability fills a mortal heart with unquenchable lust towards another person, named by the caster of this spell. The target must be physically touched by the caster, who speaks aloud the name of the source of this insatiable lust. The victim must make an immediate Intellect (Willpower) roll at Difficulty 15 to resist this dark allure. On a success, the target is immune to any uses of this Secret from the Warlock who cast it. On a failure, the target is filled with ravenous obsession for the person named, and will go to great lengths to pursue their carnal affections. There are some limits to this power, however, and it does not affect those who are truly devout or in true love. Furthermore, it instantly fails if the target is not of the same sexual persuasion as the intended paramour.

Summoning Circle (Advanced)
This Secret requires you to Invest one Focus. You have managed to succeed at the creation of a powerful Summoning Circle, which can be used once per day to summon forth one willing target that you have physically met. All the Warlock needs to do is speak the name of the intended party, and a mental request triggers in the target’s mind, letting them know that their presence is requested. The target can refuse or accept this request. Someone who refuses cannot be targeted by this spell again for 24 hours. The Summoning Circle can be used to summon Demons as well, but the Demon cannot leave the boundaries of the circle. Many powerful Warlocks have elaborate Summoning Circles in their sanctums that they use to summon prized minions.

MENTALISM
Requirements: Intellect 6+, Senses 2+
Curse-Third Eye: Those who wish to expand their mind often find sensory stimuli to be particularly distracting and extreme. You can easily become overwhelmed when physically standing in an area radiating psychic fields of turbulence, such as the site of a great disaster or emotional event. Others might find your behavior quirky or strange, but you simply react to energies that others cannot perceive. When confronted with such overwhelming psychic disturbance (GM’s discretion), you gain Disadvantage on all rolls.

Second Sight
This Secret requires you to Invest one Focus. Your senses are so finely attuned that you have transcended the need to physically see. You can perfectly sense your surroundings even with your eyes closed. This Secret allows you to see the world around you normally even if you’re in complete darkness, blindfolded, or the like. It also imparts the ability to clearly see through illusions. You recognize the illusion is there, but immediately discount it as fraudulent. Lastly, you gain Advantage on all Senses rolls.

Force bolt
This Secret requires you to Invest one Focus. You take a full action hurl a bolt of pure force at targets that earn your ire by using an Aim attack. The damage of this bolt is 2d4 + Intellect Modifier damage. You can purchase this Secret twice to increase the damage to 2d6 + Intellect Modifier damage. Whenever you triumph on an attack roll using this Secret, the target suffers from mental backlash on their next turn. At the start of the target’s turn, they must make an Intellect (Willpower) roll at difficulty 10. On a success, they may act normally. On a failure, the target loses their action, spending it stumbling about in a dazed stupor, babbling like an idiot because you fried their brain, man!

Psychic Armor
By spending a point of Focus, you surround yourself in an invisible field of protective energy. This grants you a +4 Armor Bonus. While surrounded in your Psychic Armor you gain Advantage on all Willpower rolls.  This lasts for 4 hours. This Secret cannot be cast on others.

Empathetic Adept
This Secret requires you to Invest one Focus. You gain the ability to gage the emotional state of others by simply viewing them. Stronger emotions register more easily than subtle ones, but you can generally assert the emotional state of someone by merely observing them, no matter how proficient they are at hiding their motives otherwise.

Aura Reading
By spending a point of Focus and holding an object in your hand, you can pick up psychic impressions of events surrounding that object. Objects that are instilled with emotional residue (a beloved teddy bear, a family heirloom, etc) generally give clearer pictures of past events. This Secret can be used to pick up a murder weapon and potentially see the face of the last person to interact with the weapon, for example.

Mind Over Matter
By spending a point of Focus, you can manipulate an unattended object with your mind. If a set of keys were resting on a table, for instance, you could mentally pick up the keys and move them to you if you were locked in a cell. This telekinesis has a limit of objects weighing no more than 5 pounds, and objects moved do so at a pace of about 1 mile per hour, so you cannot make attacks with these items. You can purchase this Secret twice to increase the weight limit of this Secret to items weighing up to 25 pounds.

Levitation
By spending a point of Focus, you can hover up to 3 feet above the surface. This can be used to travel over terrain that would otherwise be impassable, like molten lava, a pool of sizzling acid, or just to look pretty mysterious. You can Levitate for as long as you concentrate, but the effect ends if you attack, perform another Secret, or take damage. While Levitation, you can move at your normal speed.

Telepathy (Advanced)
By spending a point of focus, you establish a telepathic mental link with anyone possessing an Intellect score of at least 5 that you have physically touched. Anyone below this threshold of mental acuity does not possess the necessary neural pathways to facilitate telepathic communication. While linked, either party can send or receive telepathic messages. The distance from your target determines the clarity of the “reception”, with longer distances limiting what can be relayed. Being in the same room with someone allows for an entire telepathic conversation, but being miles away from the target can only produce a handful of words worth of communication such as “Help me” or “Where are you?” with similarly brief answers available. You can establish a Telepathic Link with an individual only once per hour (it is a mentally taxing process), and a link is severed if either party takes damage while the link is active. A Telepathic Link can last for up to ten minutes.

Mind Reading (Advanced)
By spending a point of focus and concentrating intently on an individual, you can read their thoughts and even sift through their memories. You must be within ten feet of the target to attempt this Secret, and the target gets an Intellect (Willpower) roll at difficulty 15 to resist your cerebral intrusion. On a successful roll, you can read their thoughts for 1 minute. You may purchase this Secret twice to gain the ability to sift through their memories as well. A target who successfully resists this Secret cannot be the target of it again from you for one year. When you read someone’s thoughts, it requires an Intellect (Stealth) roll at difficulty 15 to read their thoughts without their notice. If you fail this roll, they know that there is some outside force penetrating their mind, and are fairly certain that the weird person in the corner of the room staring at them intently is the cause…

Prophecy (Advanced)
This Secret requires you to Invest one Focus. You gain oracular insights of things to come in the form of visions and portents. These visions occur completely at random (and at GM discretion), but you can count on having at least one vision per adventure. Sometimes, these visions are crisp and clear, and other times they are purely symbolic and not easy to interpret. Whatever the cryptic nature of your visions, they always ring eerily true…

GADGETEERING
Requirements: Intellect 6+, Technology 2+
Curse-Warped Genius: Those who delve too deeply into strange sciences often are a bit…quirky as a result. Those who study Inventing are all brilliant minds, for certain, but the line between genius and insanity is truly razor thin. Frankly put, you’re a bit on the crazy side! Once per day, the GM can impose that you gain Disadvantage on any one roll you make, as a mental malady you possess rears its head at just the worst time!

Special: Okay, so, Gadgeteers work a bit differently than the other Strangecrafts presented in this Chapter. Gadgeteers are high-tech weirdos who build all sorts of astonishing inventions and upgrades, and then put them to good use. The secrets presented below can either be built into your body (for high tech settings), or used as Inventions in lower technology settings. For example, Magnification Gaze in a high tech setting actually replaces your eyes with cybernetic ones, while a low-tech setting would have the Secret be used via a pair of bulky goggles.

Since so many of the Gadgeteer’s Secrets require you to Invest Focus, this Strangecraft ignores the rules regarding how much Focus you can Invest in your Secrets. Gadgeteers can Invest their entire pool of Focus without ill-effect. However, if you are fully Invested, you cannot purchase a new Secret. A Gadgeteer can disassemble an Invention or “uninstall” a Secret, which erases that Secret from your character and frees up that Invested Focus.

Note that any Gadgeteering Inventions only function in the hand of the Gadgeteer who built them, unless the Gadgeteer gives explicit permission to the would-be user.

Magnification Gaze
This Secret requires you to Invest one Focus. You’ve upgraded your eyesight to zoom in and magnify your field of vision a great deal by concentrating. This easily allows you to see with the same clarity as using a spyglass or pair of powerful binoculars.

Laser Pointer
This Secret requires you to Invest one Focus. You have a cleverly concealed laser weapon installed in your arm, or you have built a snazzy ray gun. You take a full action to fire a thin, heated beam of energy at targets that earn your ire by using an Aim attack. The damage of this bolt is 2d4 + Intellect Modifier damage. You can purchase this Secret twice to increase the damage to 2d6 + Intellect Modifier damage. This beam can also be used as a cutting tool to saw through locks or thin bars!

Reinforced Design
This Secret requires you to Invest one Focus. You have either crafted a fantastic suit of armor, or have reinforced your skeleton to increase your durability substantially. As long as you are not wearing armor or using a shield, you have a Defense score of 16. You may purchase this Secret twice to increase this protection to 20. Once per day, you may choose to grant Disadvantage to any one damage roll made against you. You may choose to grant Disadvantage after the roll is made.

Direct Interface
This Secret requires you to Invest one Focus. By physically touching a computer or high tech device, you can link into it and access it directly. You don’t need to use a keyboard or remote control, but can, with but a touch, link up with any machine that you can physically touch. Due to this intimate relationship with technology, you gain Advantage on all Technology skill rolls made to operate Computers.

Surge Protected
This Secret requires you to Invest one Focus. You’ve been electrocuted more times than a lightning rod due to your freaky experiments, and you gain immunity to any kind of electrical damage. Your body has soaked up so much voltage that you actually act as a power source and can charge any mechanical devices you hold. This allows you to act as a walking, talking battery.

Saboteur
This Secret requires you to Invest one Focus. You know how to disable mechanical foes, and gain Advantage on all attack rolls against mechanical enemies. You can purchase this Secret twice to also gain Advantage on all damage rolls against mechanical enemies. This Secret can prove quite powerful in Science Fiction settings where robotic adversaries are common.

Bullet Belcher
You have the…curious ability to “Produce” ammunition by coughing it up rather unceremoniously. Once per hour, you can spend a point of Focus to…cleverly manufacture 2d6 pieces of ammunition for any ranged weapon that you can use, as long as it can physically fit down your throat. No, you can’t barf up arrows, rockets or missiles. Duh.

Emergency Power (Advanced)
This Secret requires you to Invest one Focus. When you are Knocked Out, your emergency protocols immediately take effect, instantly and immediately healing you of d3 Wounds. Once activated, your Emergency Power source requires 30 days to recharge before it can be used again.

Advanced Processor (Advanced)
This Secret requires you to Invest one Focus. Your brain has been finely tuned and upgraded. You can understand any and all spoken and written languages, as well as effortlessly speak them. Due to your enhanced capability to store information and knowledge, you gain Advantage on all Bookworm checks. You can perform vast mathematical problems easily in your head, coming up with answers to any equation with speed that equals a calculator. Lastly, due to your truly advanced brain, you never suffer Disadvantage due to distraction.

Steam Powered (Advanced)
This Secret requires you to Invest one Focus. You’ve replaced your heart and vital organs with high tech machinery. You are no longer considered a living being, but are now a Construct. You no longer need to eat or breathe, though find that chewing on power lines or munching on batteries like mints is quite pleasurable. You don’t necessarily sleep like a normal person, but you do require a 4 hour shut-down period each day to recharge. You gain all the vulnerabilities of robotic constructs as well, and all attacks made from an electrical source on you fry your circuits, and gain Advantage (unless you have the Surge Protected Secret).

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