Dark Gifts - SinaiMUCK Mutant Chronicles

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Dark Gifts


(The following information is not general knowledge in the Mutant Chronicles universe. This is a reference for Heretical character, or those who would have at least Good level in Lore of Mutant Chronicles or Lore of Dark Symmetry. Unless your character has these knowledge areas, you should read no further.)


Followers of the Dark Apostles are granted considerable powers in the form of Dark Gifts - in essence, spells that they are able to cast, either from the arsenal of powers of the Dark Symmetry shared by all Apostles, or the unique Dark Patterns of each Apostle:

  • The Dark Symmetry, Pattern of the Dark Soul
  • Ilian, Mistress of the Void
  • Algeroth, Apostle of War
  • Semai, the Corrupter
  • Demnogonis, the Infector
  • Muawijhe, Lord of Nightmares
  • A heretic is able to gain the use of Dark Gifts at the cost of 10 Heretic Advancement Points per Dark Gift, regardless of its level. However, the utility of more powerful Dark Gifts is greatly reduced unless the user has sufficient MST (Mental Strength) to utilize them. When Dark Gifts are used, a number of MST points are spent equal to the level of the Dark Gift. If this puts the user at 0 MST or lower, the user's soul whithers - a process that results in what most people would recognize as death. Furthermore, a difficulty roll is required to be successful at using the Dark Gift, comparing the caster's MST (before deducting the points required for casting) against the Dark Gift's level. Success means that the points are deducted and the power is cast. Failure means the points are deducted anyway, but that the effort is wasted.

    Any heretic is able to choose Dark Gifts from the Dark Symmetry general list, and from those powers of the Dark Pattern of his particular Dark Apostle. In the case of heretics who are not aligned to any particular Apostle, they are only allowed powers of the Dark Symmetry.

    Note: These Dark Gifts have been altered from those available in the Mutant Chronicles RPG sourcebooks, for the purpose of converting them to use with SinaiMUCK's role-play system, and also to tweak them for "game balance" purposes. This shouldn't be considered as a reference for use with the actual Mutant Chronicles RPG.


    Terms and Limitations

    It is important to note that there are certain common terms and limitations that apply to Dark Gifts, except where stated otherwise.

  • Risk of Discovery - The use of Dark Gifts poses the chance of discovery by practitioners of the Art. This is the GM's concern, but as a rule of thumb, the closer the location of the use of the Dark Gift is to a Cathedral or other holy place, and the more powerful the Dark Gift invoked, the more likely that it will draw the attention of the Inquisition.
  • Exceptions and Resistance - There are exceptions to most any rule. The rules below state the way the power normally works, but the Dark Symmetry can be unpredictable. Sometimes, a victim with a particularly low MST might still gain a high resistance or even immunity to an effect because of some extenuating circumstance. For instance, the potential victim might possess some sort of arcane artifact that provides protection, or perhaps the object of the spell is to invoke terror in the subject, when the subject is mentally incapable of fear. It is impossible to list all of the possible circumstances that may affect the result.
  • Teleportation Limits - Powers of teleportation have their limits. While they may normally allow invokers to pass through solid walls, across the void of space, and sometimes even into other realities, there are certain obstacles that may impede them. For instance, no Dark Gift of teleportation, no matter how powerful the invoker (even should she be Ilian herself) will function if the origin or destination is within consecrated holy ground, such as in a Cathedral, a Memoritaph, or - for that matter - a church of the Lutheran Triad or a mosque of Crescentia. There are precious few absolutes in the Mutant Chronicles universe, but this is one of them.
  • MST Contests - Many powers listed make mention of an "MST Contest". Sometimes, this is explained in greater detail, but in short, whenever an MST contest is required, the caster must make a roll on the Resistance Table with his MST (before deducting MST points for the casting) as the "Basic Capability Value", and the victim's MST as the "Difficulty Level". If the victim happens to have hero points (and, yes, sometimes NPCs do have a hero point pool) then he or she can spend them to force the invoker to reroll a result. If the invoker ever fumbles on this MST Contest, then the victim will almost always be consciously aware that he or she has been the target of a dark power - if that wasn't the case before.
  • MST Resistance - Some powers put the burden of making the roll to resist on the target, rather than the caster. In this case, the victim makes a roll on the Resistance Table with his or her MST as the "Basic Capability Value", and the level of the Gift as the "Difficulty Level". Success generally means that the Dark Gift has no effect, while failure means that it takes effect as described.
  • Other Powers - This is by no means a complete list of all Dark Gifts available. Some Nepharites have actually been granted unique powers for their own use, and some Magi have combined different Dark Gifts to create new - and sometimes unreliable - hybrids. And, of course, the Dark Apostles themselves have mind-boggling freedom in how they employ their particular powers.
  • Additional Levels - Many of these powers describe additional effects by putting additional "levels" into the casting. These are easily identified by those Dark Gifts that list a "+" after the minimum difficulty level for that power. The caster may voluntarily choose to cast the Dark Gift at a higher difficulty level, having a harder chance to make the roll to successfully cast the Gift, and spending more MST ... but gaining whatever benefits (extended range, extended duration, more damage, more targets, etc.) are listed for the added effort.

  • Dark Symmetry

    Each Dark Apostle has his (or her) own Dark Pattern - a collection of Dark Gifts more or less exclusive to his or her followers, though there is still some cross-over in powers. In addition to the Dark Patterns, there are a few Dark Gifts available to the forces of all Dark Apostles.


    Blindness (The Dark Curtain)
    Level: 6
    Range: 10 m

    If the invoker wins an MST Contest, the victim is struck blind for 1d6 CR.


    Dark Fire (Ebon Vitriol)
    Level: 4+(3 per die of damage)
    Range: touch

    As this power is invoked, Dark Fire flows from the hands of the invoker. This fire can also be channeled through a weapon.

    The Dark Fire will cause 1d6 points of fire damage in all attacks the same CR as the invocation is made, on top of normal damage for the attack itself. The Dark Fire will also remain on any targets hit, causing damage as normal fire, being reduced by 1 die per CR. The Dark Fire disappears from the hands or weapon of the invoker the next CR. For every additional three levels put into this Gift, another 1d6 damage is added.


    Invoke Pain (Phantom Pain)
    Level: 1 per 1.5 m of range
    Range: 1.5 m per level

    If the invoker wins an MST Contest, the victim experiences incredible pain, which immobilizes him for the rest of the CR, though it doesn't cause any actual damage.


    Resist Pain (Dark Embrace)
    Level: 1 per CR
    Range: Personal

    By using this Gift, the invoker may temporarily ignore all penalties from pain for one CR, though this has no effect on damage, and any pain will return as soon as the duration ends.


    Terror (Creeping Terror)
    Level: 5 for Aura, or 12 for Projected Terror
    Range: 15 m radius (Aura) or 90 m for one target (Projected Terror)

    The user is able to project an Aura of Fear around him. It affects all creatures within a 15 m radius, including those on the same side as the invoker.

    The aura strikes a deep fear in the hearts of the victims and those failing an Easy MST roll must use their following 1d10 actions to flee in a random direction, using their maximum movement allowance. Those remaining will nevertheless have their chance of success modified by -4 in their next attack against the user.

    The invoker may choose to project the Terror on one target only. The victim must make a Normal MST roll or suffer a heart attack. If the roll fails, he takes 1d10 points of damage in the Chest location from a heart attack and probably dies horribly unless medical assistance is available. If the roll is successful, the victim still has all his chances of success modified by -4 for the following 1d6 rounds. There is a 1 in 6 chance of his hair turning white as well.

    This gift does not affect already dead creatures such as the Legionnaires of Algeroth, or creatures not possessing intelligence.


    Dark Pattern of Ilian

    Ilian is the Mistress of the Void, the most powerful of the Dark Apostles by virtue of her dominance in the use of the Dark Symmetry. Her servants may use Gifts from her personal Dark Pattern, and from the shared arsenal of the Dark Symmetry. She herself can use Dark Gifts of any of the Dark Patterns, and she occasionally grants this privilege to her most favored priests.

    While Ilian does have some Gifts of destructive power, her ways lean more toward subtlety, and the manipulation of the Void. Therefore, her Gifts often deal with the subtle corruption of mortals (a strategy shared with Semai), and with the fine art of teleportation, with a bit of illusion and manipulation of arcane powers as well.

    It should also be noted that the Warps of Algeroth are also available to Ilian's servants, though these are largely duplicated by some of the Dark Gifts of Ilian listed below.

    While the powers of Ilian may seem to divide into certain "themes", any Heretics of Ilian are free to pick and choose amongst them freely, without having to specialize in any sort of "circles" in the same way as Heretics of Algeroth are required to.


    Call of the Wild Hunt
    Level: 25+
    Range: earshot

    To use this Gift, the invoker must be heard by the intended victim. To avoid the Gift, all the victim would have to do is block his or her ears, but most potential victims won't know what's happening until it's too late.

    The invoker blasts out a series of carefully orchestrated notes on a necrofied brass horn given to him or her at the time that the Gift was originally bestowed. The invoker must then make a Resistance Roll with his MST (before casting) vs. the victim's MST.

    If the victim hears the Call and loses the Resistance Roll, he or she is immediately thrust into the Dark dimension of the Wild Hunt. For all practical purposes, the victim is dead.

    For each additional level of the Gift, the invoker can add another listener to the Call.


    Clarion of the Legionnaire
    Level: 10+
    Range: touch (when cast); infinite when summoning an object

    This Gift allows the invoker to summon a Heretic or other member of the Dark Legion to his or her side instantly, provided that preparations have been made beforehand to allow the invoker this sort of privilege over the summoned creature. (It is highly unlikely that this Gift will ever be used by a Heretic to summon another Heretic of higher rank.)

    To prepare for this, the two subjects of the Gift - the invoker and the one to be summoned - must be in close proximity for an uninterrupted 24 hours. During this time, the two study each other intently and undergo ritual blending of blood. Into this mixture, a tiny whistle, horn or other instrument of necrofied platinum is placed. Once the ceremony is complete, this instrument has been enchanted so that all the invoker has to do is blow or play one shrill note on it. When this happens, the Gift is triggered, and the creature or person the spell was cast on instantly appears in a cloud of telltale brimstone within two meters of the invoker in any direction the invoker wishes.

    Use of this spell grants no control over the summoned creature, other than the ability to teleport it within range of the invoker. This must be established beforehand.


    Dancing on the Void's Razored Edge
    Level: 3
    Range: self

    Use of this Dark Gift enacts an "insurance policy" against the usually fatal side-effects of a "suicide invocation" of a Dark Gift - that is, a Dark Gift invocation that would drop the invoker below 1 MST.

    To do this, the caster invokes this Gift before attempting a suicide invocation. If the suicide invocation fails, then the user does not have any chance of dying. Instead, simply reduce the user's MST to one point. The invoker is unconscious for 3d6 CRs and cannot be roused by normal means.


    Dark Gateway of Demonic Delights
    Level: 20+
    Range: zero. Basic teleportation distance is 70 squares/105 meters

    This Dark Gift creates a portal between two spots. This portal is open for one CR, and anyone or anything can come through it while it stands. Each additional level put into the Gift allows the portal to be maintained for an extra CR, or else the distance between the two ends of the portal can be increased by 100 meters.

    The portal shimmers into existence like a black curtain before revealing whatever there is on the other end of it. It appears like a 10' x 10' square cut from the fabric of reality. Its edges burn with an ice-cold black fire that delivers 1d6 damage to anyone touching it. The portal can be made smaller if desired, and the shape altered, so long as it remains rectangular.

    The portal has no thickness at all, and cannot be seen or touched from behind - In fact, it can be walked through from the rear as if it was not even there.

    One end of the portal must be created within half a meter of the invoker. The other end must be either within line of sight, or somewhere that the invoker has personally been to or seen. (Seeing a photograph or video of a place is not sufficient.) It is also possible to use the portal offensively or defensively, putting it beneath the feet of a target and having the other end come out above safe ground or several meters in the air.

    If the invoker is knocked unconscious or even injured, his concentration will falter, and the portal will close, even if the duration has not yet expired. Any creatures in the middle of the portal are violently pushed out and take 4d6 damage as the portal collapses.


    Dark Masquerade
    Level: 4+
    Range: self or touch

    With this Gift, the caster can alter his physical appearance for a period of one hour, plus an additional hour for every level put into this Gift. This allows the caster to alter his appearance, the sound of his voice, and even his scent, but it has no physical effect on the outside world, and it does not affect his height or his mannerisms. The illusion is magical, and physically affects perception of the senses, such that any photographs taken of the disguise will be affected by the illusion.

    However, it should be noted that any traces of the invoker will not be affected once the illusion dissipates. Footprints in soil or a scent trace left on the ground will be unaffected by the illusion once it is gone.

    In game terms, the caster gains the Disguise skill at Good level. If he already has the Disguise skill, add half of his actual levels in the Disguise skill.

    If the invoker simply wishes to pass for an ordinary man on the street, this is a great way to blend in with a crowd, without any real chance for failure. Whenever the invoker wishes to pass for a specific person, however, inappropriate behavior may cause observers to question the reality of his disguise, even if they do so subconsciously.


    Dark Removal
    Level: 8+
    Range: touch; basic teleportation distance is 70 squares/105 meters

    Allows an inanimate object touched by the invoker to be teleported to a point where the invoker has either been or has seen - or to a point within line of sight. The object shimmers and then fades, leaving behind a black outline that dissipates after a few seconds. If the object in question is held by an enemy, it's possible to touch it with a successful combat strike; if the invoker cannot do this within the first CR, the Gift can be maintained and the invoker may try again next CR for a quarter of the original cost (rounded up).

    The object to be transported can be up to 50 pounds of contiguous (touching) material. In the case of solid objects, only whole objects can be moved, not pieces (unless, that is, you teleport away a distinctly separate component of something that can be removed without damaging the object - such as a gun's ammunition clip, or a removable barrel). This can be used to teleport away loose earth, sand, or water, for instance, in order to bail out a room or dig a tunnel, but it couldn't burrow through solid rock or concrete.

    For each extra level put into this Gift, the range can be increased by 100 meters, or else another 50 pounds can be teleported.


    Dark Unity
    Level: 10
    Range: touch

    With this Gift, several users of the Dark Symmetry can pool their current MST together and focus them into the invocation of a powerful Dark Gift that one member of the group has. All of those wishing to pool their MST must be in a circle in which they are holding hands (or touching exposed flesh in some way).

    Each member of the group must have this Gift to join, and they must each invoke the Gift at the same time. For each member in the group, they must maintain contact for one hour. (A six-member group requires six hours to unite.) At that point, they may use the total of their current MSTs (minus the costs of this Gift) into the Gift(s) that they wish to invoke. Due to the concentration required to maintain the bond, the members do not regain MST points while invoking the spell, no matter how long it takes.

    The group may invoke Gifts until its total MST is entirely gone, and may even attempt a suicide invocation, adding +10 points of MST for each member of the group that wishes to risk his or her life for the cause. Each such volunteer also drains an additional 1d20 points of MST from the group pool when the bond is finally broken.

    When the MST is broken (this can be done instantly by the person(s) with the highest MST score in the group) the loss of point is distributed evenly among the members of the group. Those that personally fall below 0 MST points die instantly, at which point, the remaining points that would have been drained from the dead member are applied to the others in the group. This means that the more powerful leaders of the group are the last to die.


    Dimensional Hole (Dimensional Storm Rift)
    Level: 14
    Range: 75 meters

    A rift in the fabric of reality opens up where specified by the invoker, lasting 1d6 CRs. Terrible winds swirl around the vortex, tearing through reality, and rip unfortunate beings apart - Any victim within 15 m of the hole will be attacked by the winds, suffering 1d6 points of damage each CR in a random location. The victim must make a Normal Strength test in order to leave the area of effect (which requires an action). Any loose items will be sucked into the Void and forever lost.


    Disrupt Power (Ilian's Helping Hand)
    Level: 1+
    Range: Personal

    Use of this gift provides protection against other arcane powers, be they Dark, Light or other. For each level channeled into the Gift, the invoker may add 2 to any MST Resistance Rolls. It can also be formed into a shield of power against magical attacks - for each level put into the Gift, damage by any magical attacks passing through is reduced by -5.


    Foul Lust
    Level: 10+
    Range: Touch or earshot

    By means of the Dark Symmetry rather than logic, the invoker of this Dark Gift seeks to plant a dark desire in the heart of a victim, during the course of talking with the victim or making a speech. For each additional level put into the Gift, another potential victim can be affected. A roll is made on the Resistance Table between the invoker's pre-casting MST level and the MST of the victim(s).

    If the test fails, nothing happens, and the intended victim may not even realize that a Gift was involved (unless the result is a fumble, or he has reason to suspect Dark influences). In the event of success, however, the invoker plants a Dark desire in the victim's mind - for example, this could be lust for a particular person, greed to obtain a certain item, or rage to kill a certain official.

    The desire is overwhelming. For each day that goes by, the user must make another roll on the Resistance Table, using his MST vs. the caster's maximum (unreduced) MST. If he fails, he must attempt to satisfy the desire. If the victim is in close proximity to the object of desire, and he attempts to actively resist it, he must make another Resistance Roll every round that he has an opportunity to act upon the desire. Failure means that he will do everything in his or her power to satisfy the desire immediately.

    This desire can be entirely expunged by the use of the Art spell Exorcism of Evil Thoughts.


    Frozen by the Chill of the Void
    Level: 8+
    Range: touch

    The invoker must make a Resistance Roll with his MST (before casting) vs. the victim's MST, if the victim is unwilling. (Also, if the victim is unwilling, a successful close combat strike to touch the victim is required.) If the invoker is successful, the victim is frozen in time for 1d6 CRs. For each additional level put into the Gift, another 1d6 CR can be added to the duration.

    Only the person actually touched (including any clothing or carried items) is frozen in time. The subject can be moved or attacked, although the effects of the attack won't actually take place until time resumes for that person. For instance, a bullet fired into the person stops upon barely penetrating the skin, and won't actually continue on its path until the Gift's effects expire. This Gift could be potentially used to stop someone from bleeding to death, or the progress of a poison ... or, that is, to buy a little more time.


    Hand of Death (Ilian's Annihilating Grasp)
    Level: 3 per CR
    Range: 75 meters

    The invoker must roll on the Resistance Table with his MST (before casting) vs. the victim's MST. If he succeeds, the victim feels a cold hand closing around his heart, and suffers 1d6 points of damage to the chest. Armor provides no protection.


    Ilian's Flaming Fist of Destruction
    Level: 5
    Range: 50 squares/75 meters

    The invoker must make a roll on the Resistance Table with his pre-casting MST vs. the victim's MST. Upon a success, the invoker picks a body location on the victim. The victim feels a hand close around this section just before it spontaneously combusts, doing 2d6 points of damage. Armor provides no protection against this, nor does being submerged in water, etc.


    Ilian's Foul Favor
    Level: 13
    Range: touch

    The invoker can temporarily bestow one of his or her own Dark Gifts upon a willing subject, laying hands on the subject for 2d4 CRs. At the end of this time, the invoker shares the power of one of the invoker's Dark Gifts (invoker's choice).

    The subject has access to this power for 3d10 combat rounds. During that time, the subject can use the Gift normally, utilizing his or her own MST instead of the true owner of the Gift. At the end of this time, the subject can no longer use the Gift, though any prolonged effects of the Gift persist.

    Any non-Heretic human that accepts a Gift must check for Corruption. This only has to be done once per day, no matter how many Gifts might be temporarily bestowed on a character this way.


    Path Through the Void
    Level: 12+
    Range: self; basic teleportation distance is 70 squares/105 meters

    With this Gift, the invoker can be teleported, plus one additional person for each extra level put into the Gift. All subjects to be teleported must be touching each other. Only the subjects, plus any clothes they are wearing or objects they are carrying are transported. The subjects shimmer and fade, leaving behind a black outline which dissipates after a few seconds. This process is reversed at the point of arrival.

    The destination must be a location that the invoker has personally been to or seen in the past and remembers well. Just seeing a photograph of the place is not sufficient. It can also be used to teleport to anywhere within the invoker's line of sight.

    Additional levels can also be added to the Gift to increase the range by 100 meters per level.


    Requisition Foul Favor
    Level: 20+
    Range: self

    This especially bold and daring Gift allows the invoker the opportunity to contact an Apostle (usually Ilian) and to request a boon. Simply making the request, of course, does not guarantee that it will be granted. It merely gives the invoker the Apostle's ear.

    In the invoker's mind, he or she travels to Nero to appear before the Apostle (or wherever else the Apostle might be at that time) and to make the request. It may seem to require several minutes, but it actually only takes a split second. When the interview is over, whether it goes well or not, the invoker returns back to the place from which the Gift was invoked.

    If the requestor is less than a Nepharite, a Priest of Ilian, or a level 8 Heretic, the request is instantly denied, and the invoker will suffer whatever punishment the Apostle deems appropriate. With Ilian, this usually means a one-way trip for the invoker's spirit off to the Wild Hunt. Other Apostles will dream up similarly awful penalties on the spot.

    Otherwise, the request will be listened to, but the GM determines whether the boon shall be granted. It is important to consider whether the request will further the Apostle's cause, whether it will directly harm a hated foe of the Apostle, just how powerful the supplicant is, how the request is made, and whether it is even within the Apostle's power to grant such a request. Offerings to an Apostle help tip the scale, but requesting a boon that is outside of the Apostle's ability to grant is a great insult, since it underscores the limitations of these creatures that would make themselves out to be gods.

    If the request is considered but denied, the invoker is punished in some way that leaves him or her incapacitated for the next hour. Ilian blinds such people. Algeroth sends them into epileptic fits of rage. Muawijhe leaves them gibbering mad. Demnogonis strikes them ill. Semai paralyzes them with spite.

    Even if the request is granted, the Apostle may want something in return. If the invoker turns down the bargain, the request is denied, and punishment is rendered. The Apostles do not often negotiate with their underlings.


    Return to Darkness
    Level: 20
    Range: self (when cast); infinite when triggered

    This Dark Gift allows the caster to define a safe sanctum upon casting, and then, later, to trigger this Gift and teleport back there instantly. Only the invoker may be transported back this way, and this may not be done for a third party.

    To prepare this Gift, the invoker must set aside a room or area at least the size of a cube two meters on a side. The place must be desecrated before it is used. This usually requires the spilling of blood, but no holy ground can be affected. The invoker must spend a minimum of three days in the place, fasting and studying every inch of it over and over again. At the end of that time, the Gift is invoked, and the invoker permanently loses 1 point of MST.

    Once the Gift is prepared, it can be activated instantly by a mere thought; this costs the invoker nothing, since the cost was already paid when the Gift was first activated. No matter where the invoker is, he or she is instantly returned to the spot at which the Gift was originally prepared, regardless of distance.

    This Gift can only be used to prepare a single sanctum at a time. If the invoker wishes to prepare another sanctum, the original Gift can be easily dispelled.


    Reversal of Dark Fortune
    Level: 10+
    Range: special

    This Gift affects time like a rewind button on a tape player. When invoked, the last 1d4 CRs of time are reeled back, and time resumes before that combat round ever happened. For each additional level used with this Gift, add an additional 1d4 to the number of rounds time flows backward. All the good is negated with the bad. Only the invoker has any memory of what "could have" happened - and the invoker also doesn't regain any MST that were spent during the CRs that have been rewound. (He doesn't get a completely clean slate...)


    Soul Wither
    Level: 12+
    Range: touch or earshot

    The invoker must either touch the victim with a successful close combat strike, or else he must make a foul speech in an attempt to sway the victim. In the latter case, additional levels put into this Gift allow additional targets to be potentially affected.

    The invoker must make a roll on the Resistance Table with his MST (before casting) vs. the victim's MST. If this fails, nothing happens, and the victim may not even realize that a Gift is being invoked, except in the case of a fumble (or if he has due cause to be suspicious beforehand).

    If the Gift is successfully invoked, the victim gains one level of Corruption. The victim may be deprogrammed normally.

    This Gift can be used repeatedly against the same victim until the victim is entirely corrupted (reaches the fourth level of corruption), but only once per day. The victim may hear several corrupting speeches or be touched by an invoker several times during a single day, but these can have no effect until 24 hours have passed.


    Time-Death (Timeslide)
    Level: 9
    Range: Personal

    The invoker creates a time-pocket where he himself may act and move freely while everything else is brought to a stand-still. He may perform 1d6 "free actions", before time again gains possession of its domain.


    Time-Slip
    Level: 12+
    Range: self

    The invoker steps outside the timestream for 1d4 CRs. For every two additional levels used to invoke the Gift, time stops for another 1d4 CRs.

    The invoker's clothes and carried equipment follow the invoker out and back into the timestream. Additionally, any equipment the invoker attempts to use also leaps in and out of time with him or her. For instance, the invoker could start up and drive off in a car, running over statue-like people as she went. Or, she could step up and take a gun from an opponent, then shoot him in the head.

    Only things in contact (directly or indirectly) with the invoker follow outside of time's normal pattern. The fired bullet, for instance, would stop as soon as it left the gun, but it would resume its path as soon as time started up again. Also, due to the wonders of magic, even though light rays and the movement of atoms would be affected, the caster is still able to see and breathe.

    Please note that this Gift would not stop an invoker falling from a great height, or prevent the spread of poison within his body. Time rolls on for the invoker, no matter what.

    Characters with this Gift cannot affect each other outside of the timestream. In the scheme of things, no two events are truly simultaneous. If one Heretic slips out of the timestream a moment before another, that Heretic gets to use the Gift first.


    True Gate (Dimensional Travel)
    Level: 10+
    Range: 75 meters

    This gift opens up a portal warping time and space in our universe. The invoker may step through the portal and appear anywhere within 75 meters of the original portal. This gift can bypass walls and doors, allowing entry to sealed areas.

    For each additional level put into the Gift, either another creature can be brought through the portal, or else the range can be doubled. (i.e., 4 extra levels would give a range of 1,200 meters.)

    If a creature brought through is unwilling, the invoker must make a roll on the Resistance Table with his (pre-casting) MST vs. the creature's MST. Failure means that the creature is not pulled through.

    The destination must be within line of sight of the caster, or else a place that he has personally visited before (not just seen in a photograph).


    Venture into the Void
    Level: 15+
    Range: touch; basic teleportation distance is 70 squares/105 meters

    The invoker must touch the victim (making a combat strike if the recipient is unwilling) and then make a Resistance Roll (again, if the recipient is unwilling) with his MST (pre-casting) vs. the victim's MST. If the invoker is successful, the victim and any worn clothes and carried equipment shimmer and then fade into a black outline, then reappear in reverse fashion at a location the invoker has actually visited or has seen, and remembers well, or within the invoker's line of sight. (Photographs don't count.)

    Each additional level put into this Gift adds 100 meters to the distance the subject can be moved. The target point must be free of solid matter - If the endpoint is not free and clear, the Gift simply fails. It can, however, be used offensively to teleport an enemy several meters into the air.


    The Vacuum of the Void
    Level: 5+
    Range: touch

    The victim must be successfully touched with a close combat strike, and then the invoker must make a Resistance Roll with his (pre-casting) MST vs. the victim's MST. Upon success, the invoker siphons 1d8 MST points from the victim. If contact can be maintained, the user can keep siphoning MST points from the victim by simply adding another level into the Gift each turn. When the victim's MST hits zero, no more points are gained, and the victim passes out and cannot be revived for one hour (at which time his or her current MST is back up to 1 point).

    If the gained points take the invoker above his normal MST maximum, any unused points fade at the rate of one per hour, until the invoker is back to his normal MST score.


    Vortex of the Multiverse
    Level: 20+
    Range: 1 sq/1.5 m per level

    This Dark Gift creates a rift in the very fabric of space and time. The resultant energy backlash causes a miniature hurricane. All those within the Vortex's radius of effect must find something anchored to grab on to, and make a normal Strength roll, penalized by the number of levels put into the Gift. Failure means being swept into the eye of the hurricane, and violently removed from this location ... and maybe even this reality.

    It's up to the GM where exactly one ends up, and the odds are actually pretty good that the victim will end up somewhere in the same solar system and on safe ground, compared to the vastness of space. However, if the GM wishes, a roll can instead be made on the following table. No matter where victims end up, it will be a minimum of 50 miles per level of the invocation, away from the point of invocation.

    Roll (2d20Location
    2The Sun
    3The Void
    4Nero
    5-6Uranus
    7-8Saturn
    9-12Mercury
    13-16Mars
    17-23Luna
    24-26Venus
    27-28Asteroid Belt
    29Victoria
    30-32Earth
    33Ganymede
    34Jupiter
    35Neptune
    36Dembovska
    37Pluto
    38Charon
    39Another Solar System
    40Another Reality


    Dark Pattern of Algeroth

    Algeroth is the Dark Apostle of War, and his servants primarily rely upon necro-technological weaponry and bio-technological gifts, rather than Dark Gifts - though those who advance in his service gain access to a wide variety of powers that are used to devastating effect on the battlefield.

    Although Algeroth's Dark Gifts are varied and many, they are divided up into five Circles. Any practitioner of Algeroth's Dark Gifts will choose to specialize in one Circle at first. Later, additional Circles can be added, but at a price of reduced MST in the user. These Circles are Corporeal Portals, Warps, Dark Flows, Invocations and Distortions.


    Corporeal Portals of Algeroth

    Gifts within this Circle open small portals within the target, allowing the power of the Dark Symmetry to flow through it.


    Necrovisual Link
    Level: 2
    Range: 10 sq/15 m

    This Gift creates a small invisible flaw in the fabric of space, just over the target's eyes. A small globular distortion hovers before the invoker, which displays whatever the target is seeing and relays whatever the target is hearing. This "communication" is entirely one-way.

    The given range applies only when the link is first established. After that, the link moves with the invoker and target, and range is immaterial for so long as the duration lasts - which is as long as the invoker can maintain concentration, and at a cost of 1 MST for every 10 minutes.

    Nepharites can use their own Dark Gifts through the portal - In this case, a glowing nimbus plays around the head of the target, as the flows of Dark Symmetry flow through the portal.


    Portal of Dark Healing (Cleansing of the Void)
    Level: 1+
    Range: 10 sq/15 m

    A portal to a different plane opens up, suffusing the body of the recipient in a dark aura, temporarily healing any wounds. After the duration of the Gift expires, the wounds return; the damage "healed" is added to any damage since taken by the target, which could well prove fatal.

    The duration is 1 minute, plus another minute for every additional two levels put into this Gift. If cast by a Nepharite, the healing is permanent. If cast by a Nepharite Magus of Level 20 or more, this Gift can restore Degeneration.


    Portal of Dread (Threshold of Horror)
    Level: 13+
    Range: 10 sq/15 m

    A portal of darkness and fear is opened, forming a great shimmering arch floating near the invoker, appearing gradually over the course of 5 CR. Anyone who looks inside will see a shadowy evil realm of great ruined starscraper towers linked by cobwebs; the sky flickers, and evil shapes flit from shadow to shadow, as an endless, high-pitched wailing sounds, as of a hundred million damned souls pleading for a mercy that never comes.

    Anyone hearing the sound must make a Resistance roll with his or her MST against the level of the Gift. Levels of Grit add +10 to the victim's effective MST. Any victim that is completely immune to fear is unaffected by this. If the roll is failed, the victim may do nothing but cringe in terror for 1d6 CRs, or flee as fast as possible. The portal cannot be entered or passed through except by a Nepharite.

    A Nepharite can pass into this dread realm; time passes strangely there, and in 1d6+1 days, the Nepharite can pass out through another portal and emerge in his or her own Citadel, or before the Throne of Algeroth himself. If his Citadel has been destroyed, then the Nepharite may only return to the Throne of the Apostle. There, the Nepharite can be expected to answer for the situation, and most likely forced to suffer a terrible punishment. If the Portal is used this way, it will immediately close in behind the Nepharite and disappear.

    Duration is for 3 CRs after the portal is completed, plus 1 CR per additional level put into the Gift.


    Portal of Flame (Indigestion)
    Level: 6+
    Range: 10 sq/15 m

    Tiny portals open up in the victim's body, generating intense heat that boils internal organs and flesh horribly. This lasts for 1 CR, plus one additional CR for each additional level put into this Gift. Each CR, the victim suffers 1d6 damage to a randomly determined location, with no benefit from armor.


    Portal of the Great Conqueror (Dark Gate of Power)
    Level: 25
    Range: none

    This Gift may only be cast by a Nepharite or a Supreme Necromagus, and it may only be cast in the Sanctum of a Temple of Destruction or a Citadel. It demands a great ritual culminating in a blood sacrifice. Once this has taken place, a great chill fills the Sanctum, a shimmering gateway appears over the Alter of Destruction, and all present must avert their faces, for they will sense the majestic presence of Algeroth himself.

    The entire Sanctum will be filled with the ebb and flow of his pattern, so strong as to be visible as dark swirling patches flowing out from the portal. The casting of this Portal is especially dangerous in Temples of Destruction, because it causes such a surge of energy that all Inquisitors and Mystics within miles will feel it ... but it is necessary, for this is the only way Algeroth's Dark Gifts may be obtained.

    On rare occasions, Algeroth may choose to manifest himself physically, but in this cataclysmic event, every Mystic and Inquisitor on the planet will immediately know when and where it has occurred.

    It takes a human an hour to invoke the Gift, but a Nepharite may do it in as little time as it takes to make a sacrifice.


    Portal of Undeath (Postern Beyond Death)
    Level: 10+
    Range: 10 sq/15 m

    This Gift opens a portal to a realm of mindless, bodiless - and quite evil - spirits. When cast over a humanoid corpse, an ectoplasmic cloud will form over the corpse, then enter the body, animating it over the course of 1 CR. At the end of this, the corpse will be temporarily animated, having the statistics of an Undead Legionnaire, but it will only last up to 10 CRs. These creatures are under full control of the caster, but it requires his full concentration.

    Each additional level put into the Gift will extend the duration for 1 more CR, and also add one more corpse that may be raised.


    Warps of Algeroth

    These Gifts are actually the ultimate domain of Ilian, though Algeroth's followers have been granted limited knowledge for the use of Dark Technology. All of these Gifts deal with the ability to teleport. None of them can be used in Cathedrals or other consecrated areas, such as Memoritaphs.


    Dark Gateway
    Level: 2+
    Range: touch

    This Gift enables the user to create a portal that emerges directly on the other side of a wall, a floor, or obstacle. This portal is roughly the size of a normal doorway - maximum size of 1 x 2 m. It in no way weakens the structure it is cast upon; it simply creates a shimmering, mirrorlike surface within the boundaries determined by the user. When the user or those nearby step through, they emerge immediately on the opposite side. The maximum thickness of an obstacle that can be bypassed in this way is 1 foot per level of the Gift. Trying to use the Portal on a wall of unknown thickness can be fatal, as you cannot see through the portal, and you won't know that it didn't reach far enough ... until it's too late! Entering a solid wall is bad.

    The Gateway remains open for 10 CRs or until closed by the Invoker. Closing a Dark Gateway takes one action.


    Dimensional Warp (Dark Banishment)
    Level: 20+
    50 sqs/75 m

    The victim, if he fails an MST Resistance roll, is sucked into a realm of utter dread and horror, in contact with the nature of the Dark Soul, for 1d6 CR, plus one CR for every extra level put into this Gift. Each CR the victim spends within this realm, he loses 1d6 MST, permanently. If he survives this, at the end of the duration, he is brought back to his original location (displaced if anything solid has entered that point since his departure).


    Imprison (Banishment from the Planes)
    Level: 7+
    Range: 10 sq/15 m

    The invoker is able to banish the target to another dimension - a dreadful place of foul air and evil stenches, where the screams of the damned echo through the chill gloom, and strange lights flicker in the sunless sky. The target is imprisoned there until the invoker frees him. When freed, the victim appears before the invoker anywhere within the range of the Gift, in line of sight.

    When this Gift is used, a swirling vortex of purple and black energy spirals out from the invoker's hand and races toward the intended target. The potential victim can avoid this by making a normal Agility roll. Even if hit, the victim can make an MST Resistance roll. An unconscious victim cannot resist in this manner. Thus, this Gift is practically useless against targets with sufficiently high Agility, and is more useful for secretly kidnapping or transporting people who have already been captured, than as an offensive power.


    Summon (Bringer of Dark Tools)


    Level: 5+
    Range: touch (when cast); infinite when summoning an object

    The caster may summon one weapon, small device or piece of armor regardless of the distance between the caster and the object. If the object is a weapon or device, it will appear in the invoker's hand; if armor, it will appear around the body.

    An object may be prepared for this with an hour-long ritual within the Sanctum of a Citadel or Temple of Destruction. For each additional level put into this Gift (and another hour of ritual), another object may be so prepared - Such items may either be summoned one at a time, or all at once, as desired.


    Teleport (Stitch in Space-Time)
    Level: 10+
    Range: self; basic teleport distance is 70 sq/105 m

    The invoker and any clothes/armor worn and carried objects (including weapons) is able to teleport to another location within line of sight. The process of shimmering and fading into nothingness, then returning at the target point takes 1 CR, during which the invoker is vulnerable, unable to make Agility rolls. Each additional level put into this Gift adds 100 meters to the distance the Heretic can travel.


    Warp of the Jesters
    Level: 1+
    Range: 2 sq/3 m

    This is a simple, subtle Warp, usually taught to novices, since it is relatively harmless, yet fascinating. It creates a very small portal that distorts gravity in the vicinity, with limited effect. An example would be to move one small object (a pencil, a knife, a ring of keys, etc.) from one point within the range of effect to another. Up to two objects per level can be manipulated in this way, but it is important to note that they cannot be moved with enough force to serve as an offensive attack (such as flinging a knife through the air). This Gift could, however, be effectively used as a distraction.


    Distortions of Algeroth

    Distortions rely on the flow of power from Algeroth's part of the Dark Pattern, and are among the most powerful abilities available to his Heretics.


    Distort Protean (Transformation)
    Level: 22
    Range: 50 sqs/75 m

    The invoker can warp and distort reality itself. Objects the same size of the invoker or smaller can be affected. Dead material may be warped into any new shape at will, while living beings are able to escape the effect by beating the invoker in an MST Contest. If the victim fails, the victim's body is twisted and bent into new shapes. Bones are broken and flesh is remolded like clay. The result is often a quivering heap of living flesh, wracked in painful spasms. The victim loses up to two levels of Toughness, Strength, natural Armor, and Agility. (If the victim doesn't have such levels, then he or she gains "Fragile" as a form of negative Toughness, "Weak" as negative Strength, no effect for lack of Armor, and "Clumsy" as negative Agility.) This effect is permanent.


    Distort Earth (Earthshock)
    Level: 10+
    Range: 50 miles

    This Gift uses tectonic flaws in the land to cause earthquakes, landslides and other natural disasters. Every additional level intensifies the level of the shock, causing greater destruction.

    This Gift requires at least a Supreme Necromagus in a Temple of Destruction or a Citadel, and it takes the presence of at least a hundred Cultists ritually invoking the power of Algeroth. This ritual takes 24 hours to finish, and requires that the invoker can invoke the Gift three times with successful results. Each Failure reduces the level by 10.

    It cannot be invoked within 100 miles of a true Cathedral - i.e., Luna, Heimburg, Longshore, San Dorado, Burroughs, Volksburg, Gibson, or Fukido. The countering forces are just too great. If used, this Gift will inevitably give away the location of the Temple to any Inquisitor or Mystic within one hundred miles. The area affected is approximately 1 square mile per level.

    LevelEffect
    10Windows rattle, people trip, animals feel uneasy.
    20Earth shakes, flimsy structures topple, and fragile systems (electricity, telephones) are disrupted.
    30Houses collapse, bridges fall, trees topple, fires break out, huge property damage
    40Gigantic fissures rip the earth, starscrapers topple, tsunami waves devastate the coast, property damage is immense


    Distort Foe (Arc of Infernal Agony)
    Level: 4+
    Range: 10 sq/15 m

    A blast of awesome destructive energy rips through the target, rupturing organs, boiling blood, fracturing bones, and melting flesh. It has no effect at all on inorganic material, and bypasses any armor, doing 1d4 damage per 4 levels invoked. If any body part takes critical damage, it melts and runs, leaving it useless forever afterwards. Non-critical damage heals normally, but at a third of the normal rate.


    Distort Mind (Call of Corruption)
    Level: 4+
    Range: touch

    The victim must make an MST Resistance roll, or gain one level of Corruption (and, as a side effect, gains +5 MST). This Gift cannot be used more than once per day on the same victim.


    Distort Object (Material Meltdown)
    Level: 8+
    Range: 10 sq/15 m

    A wave of destructive power is released which attacks inorganic material (completely ignoring organic material), melting it, fusing it, or disintegrating it entirely. It can inflict 1d4 damage, plus an additional 1d4 points of damage per extra level put into the Gift. This can be used creatively to lock joints in suits of armor, jam weapon muzzles, disengage pins out of hand grenades, blow a tire or brake line of a car, etc.


    Distort Self (Beckon the Void Within)
    Level: 2+
    Range: self

    This Gift can be used either to protect or heal the invoker, as glittering waves of energy wash over the invoker's body. If used for protection, every two levels put into this Gift grant the invoker one level of Armor over the entire body - This lasts for as long as the invoker retains consciousness. If used for healing, 1 Light Wound per location is healed per 2 levels invoked.


    Dark Flows

    These Gifts open small portals in the fabric of reality that enable the invoker to draw matter or energy from other dimensions. These portals appear just before the invoker, and the summoned materials rush towards the target, covering the entire area between the invoker and target. The flow is considered to be one square (1.5 m) wide.

    Certain rules apply to all Dark Flows:

  • Duration: All Flows can be maintained as long as the invoker keeps the targets in sight and concentrates upon them.
  • Range: All ranges are doubled by invoking one extra level in the Gift.
  • Other: By doubling the number of levels, three flows are invoked. They can be directed against any three targets not more than 90 degrees apart and within the caster's field of vision.

  • Flow of Acid (Flood of Acidic Bile)
    Level: 10+
    Range: 10 sqs/15 m
    Anyone in the area of effect takes 1d4 damage to all body parts. Armor protects normally, but loses as many points from its AV as the acid causes damage. The acid remains on the victim's body after the attack has ceased, causing the same damage minus two every CR, until it reaches zero.


    Flow of Asymmetry (Extinguisher of the Light)
    Level: 10+
    10 sq/15 m

    This flow opens up an area of 10 x 10 x 10 meters (7 x 7 x 7 squares) to the full negative effects of the Dark Symmetry. Anyone in the area of effect trying to use the Art must make an MST Resist roll against the level of the Gift to do so. It also creates a dead zone that can protect the invoker against any power of the Art directed on the area of effect - The level of the Gift is subtracted from the Magnitude of any power of the Art directed against someone in the area of effect. If the result is negative, the Art power has no effect at all. If the result is positive, the spell successfully penetrates the zone, and the zone will collapse into itself and vanish. This zone will remain while the invoker can see it and concentrate upon it.


    Flow of Cold (Chill of the Void)
    Level: 10+
    10 sq/15 m

    This opens portals to a realm of eternal chill, extinguishing all fires in the area of effect, and making the ground icy and slippery. Anyone passing through the area of effect must make an Agility test or slip and fall. Anyone caught in the Flow takes 1d2 damage to every body area, plus 1d2 per extra level invoked. Armor only has half value against this, unless it is well insulated. The chill vanishes immediately once concentration is broken, though the affected area will remain slippery for 5 CRs afterward. This can also be used to devastating effect on inanimate objects - for example, most prison bars can be broken with a Flow of Cold and a sledgehammer.


    Flow of Death (Dead Zone)
    Level: 10+
    10 sq/15 m

    Portals are opened to a realm of anti-life, draining life force of all within the zone. Unless a Resistance Roll is made, anyone in the area of effect will suffer 1d4 points of damage to all body parts, +1 for every additional two levels. Armor does not protect. Limbs critically damaged by this flow will never be usable again. A critically damaged head, chest or stomach means death. Anyone killed this way dies without so much as a mark.

    Damage inflicted by the Flow of Death does not heal normally - it is permanent, unless healed by miraculous means. Exorcise Dark Influences will allow the wounds to heal at a third the normal rate, while Exorcise Wound will remove the damage normally.


    Flow of Fire (Infernal Gouts)
    Level: 10+
    10 sq/15 m

    Huge jets of fire blast forth, setting any flammable alight. Everyone in the area of effect or passing through will take 1d4 damage to every body area plus 1d4 per extra level invoked. Armor protects as normal. Even after the invoker breaks concentration, the fire will remain for 1d4 CRs.

    The backblast is so great that any target must make a normal Strength roll or be knocked to the ground.


    Flow of Madness (Path of Madness)
    Level: 10+
    Range: 10 sq/15 m

    This Gift opens up portals to a dimension of insanity, where Muawijhe rules. It affects an area with a diameter of 7 sq/10.5 m, with the invoker's chosen target square in the center. Anyone inside or passing through the area experiences strange and dreadful hallucinations and feelings of anguish and paranoia. For every CR spent within the area of effect, they must make an MST Resistance roll. Failure means that 1d4 should be rolled, and the result from the following table applied. Even after the invoker ceases to concentrate, the targets will remain completely stunned for 1d4 CRs, unable to do anything rational.

    Non-living creatures and aliens of the Dark Legion, such as Undead Legionnaires, Razides, Ezoghouls, etc., are completely unaffected by Flows of Madness.

    Heretics of Muawijhe are completely unaffected by this power, if it is used by a follower of Algeroth. (Otherwise, they only employ their normal resistance to psychological effects.)

    RollResult
    1Paranoia
    The victim is surrounded by angry foes; he or she will attack the nearest person with whatever weapons or powers at hand.
    2Frothing Madness
    The victim howls, screams and is rendered immobile by the force of madness. He will cast away any weapons and roll on the ground and writhe, unable to do anything while the Flow of Madness remains in force.
    3Terror
    The victim will turn and flee the zone of madness. He or she will not fight except to claw past any obstacle. He or she will not move toward the invoker in any way. Nothing will stop this headlong flight. If it takes him or her over a cliff or under the tracks of a tank, so be it.
    4Ecstatic
    Driven over the edge by the lunacy of it all, the victim retreats from reality, stopping dead still with a happy smile on his face. If the invoker makes any suggestion, the victim will obey it happily.


    Invocations of Algeroth

    These Gifts directly invoke the power of Algeroth in such a way as to warp the minds of his followers or their victims. They directly affect the appropriate areas of the brain. Needless to say, this has no effect on creatures that do not possess a brain, or inanimate objects. It can affect undead creatures such as Undead Legionnaires, since although they are "undead", they still make use of (necrofied) brain material.

    Note: With all of these Gifts in this category, the potential target must make an MST Resistance Roll against the level of the Gift. Success means that there is no effect. Failure means that the effect described takes effect. Certain psychological factors may affect the defender's resistance roll.

    Also, the duration, unless stated otherwise, will be 1d6 CRs, plus an additional CR per additional level put into the Gift.


    Invoke Apathy (Diabolical Drain of Desire)
    Level: 10+
    Range: 10 sq/15 m

    Victims are paralyzed by apathy for the duration. An extra victim can be included for every extra level invoked, and the range is also increased by 10 squares/15 m.


    Invoke Death (Soulsucker)
    Level: 10+
    Range: 10 sq/15 m

    The target, if he fails to resist, dies. There is not so much as a mark on the body.


    Invoke Frenzy (Algeroth's Frenzied Lash)
    Level: 4+
    Range: 30 sq/45 m

    If the victim is unwilling, make an MST Contest. If the invoker wins (or if the victim is willing), a creature is gripped with frenzy. For each additional level, another creature may be added to the effect.

    Affected creatures will attack all enemies without heed for their own safety, and ignore all pain until they are killed. They gain a damage bonus of +1d6 on all close combat damage. They fire indiscriminately, and all missile attacks are modified by -4. They never attempt to parry or avoid attacks. The Frenzy lasts until the victim is killed, or no other enemies are present. The invoker is never attacked.


    Invoke Loyalty (Bending of Belief)
    Level: 10+
    Range: 10 sq/15 m

    Any one victim failing an MST Resistance roll will regard the invoker as the greatest and most trustworthy leader in the world, demanding utmost respect and instant obedience. As soon as the invoker passes out of sight of the victims, the effect ends. An extra victim can be included for every extra level put into the Gift, and the range is doubled.


    Invoke Terror (Rampaging Horror)
    Level: 10+
    Range: 10 sq/15 m

    The target is overwhelmed by fear unless he passes an MST Resistance Roll. Victims will throw away weapons and flee, certain of defeat and imminent death. if there is no possibility of flight, they will surrender without struggle. However, if they are not allowed to surrender, they will fight on in berserk rage - with the same effects as Invoke Frenzy. If the victim has Grit, he gets +10 to his MST for the purpose of the Resistance Roll for every level of Grit he has.

    For every extra level invoked, an extra victim may be added, and the range is doubled.


    Dark Pattern of Semai

    Gifts of the Dark Pattern of Semai are tailored toward Semai's interests in espionage and in manipulation of people against their own best interests. Therefore, they deal with obfuscation, sensory perception, mind control, and - to a certain degree - illusion.


    Control Mind (Mind Sway)
    Level: 8
    Range: 20 sqs/30 m

    The invoker is able to control an intelligent mind by defeating the victim's MST. Roll on the Resistance Table, with the invoker's MST (before casting) vs. the victim's MST.

    If the invoker wins, he can force the victim to perform an action (or, if applicable, actions) for a single combat round. The subject cannot act on his own initiative - the commands must be given by the invoker. The subject cannot be forced to perform obviously self-destructive actions, and the subject cannot be expected to perform actions requiring special skills that the invoker does not understand (such as, for instance, powers of the Art).


    Dark Masquerade
    Level: 4+
    Range: self or touch

    With this Gift, the caster can alter his physical appearance for a period of one hour, plus an additional hour for every level put into this Gift. This allows the caster to alter his appearance, the sound of his voice, and even his scent, but it has no physical effect on the outside world, and it does not affect his height or his mannerisms. The illusion is magical, and physically affects perception of the senses, such that any photographs taken of the disguise will be affected by the illusion.

    However, it should be noted that any traces of the invoker will not be affected once the illusion dissipates. Footprints in soil or a scent trace left on the ground will be unaffected by the illusion once it is gone.

    In game terms, the caster gains the Disguise skill at Good level. If he already has the Disguise skill, add half of his actual levels in the Disguise skill.

    If the invoker simply wishes to pass for an ordinary man on the street, this is a great way to blend in with a crowd, without any real chance for failure. Whenever the invoker wishes to pass for a specific person, however, inappropriate behavior may cause observers to question the reality of his disguise, even if they do so subconsciously.


    Foul Lust
    Level: 10+
    Range: Touch or earshot

    By means of the Dark Symmetry rather than logic, the invoker of this Dark Gift seeks to plant a dark desire in the heart of a victim, during the course of talking with the victim or making a speech. For each additional level put into the Gift, another potential victim can be affected. A roll is made on the Resistance Table between the invoker's pre-casting MST level and the MST of the victim(s).

    If the test fails, nothing happens, and the intended victim may not even realize that a Gift was involved (unless the result is a fumble, or he has reason to suspect Dark influences). In the event of success, however, the invoker plants a Dark desire in the victim's mind - for example, this could be lust for a particular person, greed to obtain a certain item, or rage to kill a certain official.

    The desire is overwhelming. For each day that goes by, the user must make another roll on the Resistance Table, using his MST vs. the caster's maximum (unreduced) MST. If he fails, he must attempt to satisfy the desire. If the victim is in close proximity to the object of desire, and he attempts to actively resist it, he must make another Resistance Roll every round that he has an opportunity to act upon the desire. Failure means that he will do everything in his or her power to satisfy the desire immediately.

    This desire can be entirely expunged by the use of the Art spell Exorcism of Evil Thoughts.


    Illusion (Chimera of Memory)
    Level: 10+
    Range: 60 sqs/90 m

    The invoker may create an illusion from something that he has seen before, whether it be in person, from a dream, or even a picture. The illusion will be three-dimensional, but may not be larger than the invoker. The illusion is purely optical, not affecting other senses - though it may affect any range of vision that the caster himself is capable of seeing and therefore can know to replicate. The illusion has no effect upon the physical world, and cannot cause damage to living beings. It can, however, potentially indirectly lead unfortunate victims to a premature death - for example, if the illusion is used to cover up a pit that the victim then unwittingly steps into. Unless the caster is there to control the illusion, it will not react to its surroundings.

    Aside from making illusory objects, one common use for this power is to alter the caster's own appearance, in which case the illusion travels with the caster and alters according to his own movements.

    The illusion lasts one hour, plus one hour for each additional level above 10 put into the casting. Additional levels can alternately be put into the Gift to double the size or the range of the illusion.


    Mind-Melt (Mind Rend)
    Level: 16
    Range: 10 sqs/15 m

    The invoker makes a mental attack against the mind of another being. Make a roll on the Resistance Table, with the invoker's MST (before casting) vs. the victim's MST.

    If the invoker is successful, the victim takes 1d6 points of damage to the head, with no adjustments for Toughness or Armor. This damage cannot be healed except through extensive brain surgery, and even then, there is still lingering damage. (In Sinai terms, the victim has a permanent "Light Wound", and an accompanying permanent -1 penalty.)

    This is lethal damage, meaning that if the target is reduced to zero Bonks in this manner, the brain melts, and the character is irrevocably dead.


    Pierce the Veil of Darkness
    Level: 4+
    Range: self

    The invoker temporarily gains the powers of Nightvision and Infravision, able to see heat signatures, and also to see in low light conditions. The duration is either as long as the invoker concentrates and does not perform any other action (except to walk at a normal pace), or else up to a half hour without concentration. Each additional level put into this Gift doubles the duration, but the Gift will end regardless, if the invoker loses consciousness.


    Possess (Soul Grasp)
    Level: 15+
    Range: 50 sqs/75 m

    Make a roll on the Resistance Table, with the invoker's MST (before casting) vs. the victim's MST.

    The invoker can with this gift take possession of the mind of a victim. If the invoker is successful, he will enter the mind of the victim and take total control of its actions. He can use all skills known by the possessed and may force the host to use special abilities such as Dark Gifts or powers from the Art. The possession lasts one CR, plus one CR for every extra level put into this Gift.

    While the victim is possessed, the invoker's body is unconscious. It is defenseless, but the mind of the invoker will feel any tampering that's done with the body and can at will return to it. If the host is killed while possessed, the invoker immediately returns to his own body, but the experience of being killed results in him losing 1 point of MST, permanently.

    If this power is used to control a "Puppet", the MST of the "victim" is considered to be zero, and no additional levels need be put into this Gift to extend the time period - Control lasts for as long as the invoker is willing to (and able to) maintain this meditative state. Against a "Pawn", the duration is likewise extended without cost, though a normal roll against the defender's MST is still required. (It's just that the defender's MST is usually very low.)


    Shroud (Dark Mists of the Void)
    Level: 4
    Range: 4 sqs/6 m radius

    The invoker conjures up swirling clouds of fog. The visibility within the fog is near to nothing and the creatures in the area of effect are completely hidden from view. All attacks against or by combatants inside the shroud are modified by -7.

    The fog lasts for 2d6 CRs and is completely static, unless blown away by ventilation systems or wind.


    Soul Wither
    Level: 12+
    Range: touch or earshot

    The invoker must either touch the victim with a successful close combat strike, or else he must make a foul speech in an attempt to sway the victim. In the latter case, additional levels put into this Gift allow additional targets to be potentially affected.

    The invoker must make a roll on the Resistance Table with his MST (before casting) vs. the victim's MST. If this fails, nothing happens, and the victim may not even realize that a Gift is being invoked, except in the case of a fumble (or if he has due cause to be suspicious beforehand).

    If the Gift is successfully invoked, the victim gains one level of Corruption. The victim may be deprogrammed normally.

    This Gift can be used repeatedly against the same victim until the victim is entirely corrupted (reaches the fourth level of corruption), but only once per day. The victim may hear several corrupting speeches or be touched by an invoker several times during a single day, but these can have no effect until 24 hours have passed.


    Tap into Senses
    Level: 6+
    Range: 50 sqs/75 m

    This is related to the power of Possess, but it only concerns sensory input rather than motor control. The invoker must beat the victim in a contest of MST on the Resistance Table, using his MST before casting. If successful, he may redirect any of his senses through the victim for up to fifteen minutes. Each additional level put into this Gift extends the duration by another fifteen minutes.

    Any sense the invoker redirects through the victim is experienced exactly as the victim experiences it, whether it be sight, hearing, taste, touch, or smell. This only applies to physical senses, and does not grant the invoker any sensory perceptions he would not personally have. Also, if the victim is color-blind, the invoker will not see things any better than that ... and, likewise, if the invoker were color-blind, he would still perceive any visions as such, even if the victim is not so restricted.

    It is up to the invoker exactly what senses he redirects, and how. It is entirely possible that he could specify that he will hear with only his right ear what the victim is hearing, and see with only his right eye ... leaving his left ear and left eye to experience what is going on back in his own actual location. This, however, can be extremely disorienting, and the GM may assign hefty penalties to any action the invoker attempts to perform while maintaining this Gift.

    As with Possess, it's possible for the invoker to redirect all his senses through the victim, leaving his body in a trance state, though he will sense any tampering with his body, and may immediately end the Gift at will.

    The victim often will get a sense that "someone is watching" him, and persons experienced in the lore of the Dark Symmetry and the supernatural may recognize what is going on. The "victim" could just as easily be a cat or dog or bird, but this confers no control over the victim whatsoever, so the invoker is at the mercy of the victim insofar as what is experienced.

    Due to the lessened state of "attachment" to the victim, there is no penalty to the invoker's MST if the victim dies while being "observed" in this manner.


    Demnogonis

    Demnogonis is the lord of corruption and filth, and thus his powers concern disease, infection, decay, and also the animation of corpses to join his legions.


    Animate Dead (Rouse the Sleep of the Dead)
    Level: 14+
    Range: touch

    An undead slave is created from a corpse, using this Gift. The slave is totally mindless and has no initiative, but will obey commands to the letter. If the task is completed or no orders are given, it will just stand motionless until given instruction.

    Any physical characteristics (if applicable) are half what they were in life, rounded down. Characters who did not have Strength or Toughness or Agility to start with will be Weak, Fragile or Clumsy, respectively. Only skills that are tied to any of these basic capabilities may be retained, but at only half the skill level (rounded down, but minimum of Novice) that they were before death.

    For every extra level put into the Gift, all skill levels and characteristics reduced due to this can be raised up one level (up to a maximum of whatever they were in life).


    Decay (Decaying Breath)
    Level: 6+
    Range: 4 sq/6 m

    Organic or inorganic substances and materials suffer advanced decay, but no sentient beings may be affected. The item will decay and decompose in 1d6 rounds - This may affect weapons and armor, or cybernetics inside a body, artificial organs, pacemakers, etc.

    Normally, the Gift affects a 1 kg contiguous mass, but for every extra level invoked in the gift, this is increased by 1 additional kg.


    Deform (Quivering Shudder)
    Level: 12+
    Range: 10 sq/15 m

    If the invoker wins an MST Contest, the victim is twisted and deformed. His arms and legs shrivel, and he is prone to uncontrollable fits. Strength and Agility are halved (round down) for the duration of the Gift. (If the victim does not possess enhanced Strength or Agility, he suffers Weakness or Clumsiness, respectively.) The duration is normally 1d6 minutes, but can be extended by 1 minute per extra level invoked in the Gift.

    Once the duration expires, the victim returns to normal.


    Infection (Pestilential Plague)
    Level: 4
    Range: 100 m

    If the invoker wins an MST Contest, the victim is struck by a fatal disease within 1d6 hours. He is subjected to high fevers and infected wounds all over the body. He will suffer one "Light Wound" per day in the chest until cured or dead. All actions and basic capabilities are modified by -10 for the duration of the infection.

    Anyone in physical contact with the victim will attract the disease unless they pass a normal Toughness roll. This disease can be cured with medical expertise, or with an Art of Exorcism of the fifth magnitude.

    For each extra level, another victim within range can be affected.


    Time Rot
    Level: 21+
    Range: touch

    If the invoker wins an MST Contest, the victim will begin to age at a rate of one year per CR. The duration of this Dark Gift is equal to 1d6 CRs, plus an additional 1d6 CRs per extra level put into the Dark Gift, but any extra MST points put into the Gift in this way are permanently lost to the invoker. This power has no effect upon creatures that do not age (such as Nepharites).


    Muawijhe

    Muawijhe is the Lord of Nightmares and Insanity, and so therefore his spells fall into the realm of sleep, dreams, insanity.


    Confuse (Baffling Call)
    Level: 6+
    Range: 50 squares/75 meters

    Roll on the Resistance Table, with invoker's MST (before casting) vs. victim's MST. If the invoker succeeds, the victim is overwhelmed by the powers of the screaming lord and is confused. He loses all ability to act or think clearly, and is unable to move for 1d6 CRs. He can still defend himself (i.e., try to avoid attacks and dodge), but he is at -5 to such rolls.

    For each additional level put into this Gift, another victim within range may be affected.


    Flow of Madness
    Level: 10+
    Range: 10 sq/15 m

    This is exactly the same power as the Flow of Madness power available to Heretics of Algeroth.


    Insane Dance (Piper's Irresistible Dance)
    Level: 10+
    Range: 20 squares/30 meters

    Roll on the Resistance Table, with invoker's MST (before casting) vs. the victim's MST. If the invoker succeeds, the victim is forced to perform an insane dance, totally out of control, and oblivious to reality, for 2d6 CRs. As a curious side effect, all missile attacks made against the dancers will be at -4 due to the unpredictable, supernaturally insane movements.

    For each extra level put into this Gift, another victim in range may be affected.


    Send Dreams (Dream Mold)
    Level: 12
    Range: special

    With this gift, the invoker can establish a link between himself and any sleeping victim within sight. (In this case, "within sight" may mean through the use of some scrying device or the Dark Symmetry.) The invoker can send nightmares and insane visions to the victim, either for the purpose of sending messages and warnings, simply messing with someone's mind, or else to deny the victim rest.

    In the latter case, the victim will temporarily lose 1d6 points of MST for each night he is affected, though MST can't go under 1. As no rest is achieved, the victim will not regain any of these points, or MST points lost for some other reason.


    Sleep (Muawijhe's Mad Lullaby)
    Level: 14+
    Range: 50 squares/75 meters

    Roll on the Resistance Table, with the caster's MST (before casting) vs. the victim's MST. If the victim fails, he will immediately fall asleep, and cannot be normally disturbed for 1d6 hours, unless violent methods are used. For each extra level put into this Gift, another victim within range may be affected.


    Wind of Insanity (Insane Wind of the Void)
    Level: 20+
    Range: 50 squares/75 meters

    This powerful Gift conjures a whirlwind of insanity that lasts for one CR, plus one every round for every extra level put into the Gift.

    The whirlwind has a diameter of 1 square/1.5 meters, and can be moved at the whim of the invoker at a pace of 12 squares/18 m per CR. He must totally concentrate on the Wind to be able to control it. If concentration is broken before the duration of the Gift ends, the wind dies out.

    Anyone caught in the wind is onset by hordes of insanely screaming spirits. 1d6 damage is caused in the head (armor does not protect) to all victims standing in the way of the whirlwind every CR. This attack cannot be Avoided. In addition to this, each victim must pass a Normal MST roll every time they are affected. Failure means the victim goes temporarily insane, falling to the ground, staring blankly at the sky, and mumbling arcane phrases, for 1d6 minutes.


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