Each of the 5 cultures in GUTSHOT! has their own unique brand of sorcery (called a Strangecraft) that a select few among them can wield. This potent gift is entwined in the blood, and you can only know the Strangecraft of your people. If you would like to channel these awesome forces, then you must purchase the Mysterious Blood Edge for your character.
Alright, I have the Mysterious Blood Edge. What now?
Each Strangecraft has several Powers associated with it, and each Power has two levels: Basic, and Advanced. If you purchased the Mysterious Blood Edge at Basic, then whenever you activate a Power that you know, you activate the BASIC version of that Power. If you have the Mysterious Blood Edge at Advanced, then you may activate EITHER the Basic or Advanced version of the Power.
Cool. So, I have UNSTOPPABLE POWERZ. What’s the downside?
Each of the 5 Strangecrafts has a drawback associated with it. But you ONLY suffer the drawback of your Strangecraft if you have the ADVANCED version of the Mysterious Blood Edge. Someone with the Mysterious Blood Edge at Basic can perform less impressive feats of sorcery, but they are unhindered by the drawback suffered by those who delve deeper into the study of their Heritage’s blood magic.
Ah, I see. So, people with stronger magic suffer a stronger drawback in exchange for such sweet power.
Precisely.
I only see 10 Powers for each Mystical Heritage. Is that all there is?
No. The Powers listed here are only the most common found by those who wield mystical knowledge in the world of GUTSHOT!. Feel free to get together with your GM and make up your own Powers unique to your character as long as they approve, and the Power in question is in line with the flavor of your people’s Strangecraft.
But I wanna summon anime robots...
Then play a different game and please leave me alone.
Practitioners: Settlers
Nicknames: Prickle Priest (Vulgar), He/She of the Sacred Spine (Reverential)
Origin: Settlers worship a benevolent Cactus that is said to have taught the original Settlers how to farm and work the land. Father Cactus is instrumental to Settlers, and his religion is a simple one that has a handful of straightforward rules that are said to lead one to a good life. Sometimes, Father Cactus blesses those among his Faithful by imbuing them with potent healing magics that spread his good vibes across the world. Those of the Sacred Spine are well respected among Settlers, and often take up positions at the head of small congregations and simple churches. Those of the Sacred Spine often wear black outfits with green collars to denote their lofty station.
The teachings of Father Cactus are quite simple and easy to grasp, and it’s a rare Settler who cannot recite them from memory. The teachings and parables of Father Cactus are inscribed in the faith’s holy book, affectionately known as The Big Green Book. It is a rare Settler who does not own a well-used copy.
Tenets of the Sacred Spine
-Thou shall work hard and do thy best in all things
-Thou shall be groovy and kind
-Thou shall not spread undue harm
-Thou shall soothe the sick and bring right the wicked
Drawback: Settlers with the Mysterious Blood Edge at Advanced are held to even higher standards than normal and are often called upon in dreams and visions to go on great quests to right wrongs and bring comfort to the impoverished. Those of the Sacred Spine who are derelict in following the tenets of their faith find that their Powers cannot be used until they repent for their misdeeds and are granted use of their abilities once more.
While those of the Sacred Spine have a reputation as pacifistic and easy going, they can throw down when the innocent need to be defended! By making a gun shape with your hand and flicking your thumb forward, you can shoot pointy, painful projectiles forth at enemies (This costs a Half Action and counts as an attack). To activate this Power, your hand must be free and you need to roll an Agility (Aim) test. The Damage Value of your Spine Shot depends on your Mastery Level. You may use your Spine Shot as many times as you like. If you are tied up, handcuffed, or otherwise restrained, you cannot use this Power.
Basic: Your Spine Shot has a Damage Value of 2 and a Range of Medium.
Advanced: Your Spine Shot has a Damage Value of 3 and a Range of Long. Your Spine Shot now ignores Armor Ratings of 1.
Know thy Soul
Those of the Sacred Spine are renowned as folks who can see the true measure of a person just by looking at them, and this Power is one of the main reasons for that reputation. By activating this power, you cause the target to roll a Smarts (Willpower) test (with Disadvantage if you have the Mysterious Blood Edge at Advanced). Failure indicates that you peer into their heart and see whether they are a White Hat (Good person), Grey Hat (Average person), or Black Hat (Bad person). This is a very broad, general reading on a person’s character, but can be enough to weed out the trustworthy from the dangerous. If the person you use this Power on succeeds on their Smarts (Willpower) roll, then you cannot use this Power on them for one year.
Basic: You must physically touch the target you want to use this power on.
Advanced: You may use this Power on anyone that you can see clearly. Advanced use of this Power also reveals the biggest vice that the person in question suffers from.
Helping Hand
This famous Power allows the user to offer miraculous healing with but a touch and a brief Prayer. By spending a Half Action and touching a target, you immediately infuse them with healing energy that regains lost Energy. You may use this Power three times per Long Rest. The amount you heal depends on your level of skill with this Power. You must have a Heal Skill at Adept or higher to learn this Power. When you use this Power, make a Presence (Heal) test.
Basic: You heal 5 Energy per Star rolled.
Advanced: You heal 10 Energy per Star rolled.
Miracle Worker
Once per week, you can lay hands on an afflicted target and call upon Father Cactus’ mercy to perform a feat of tremendous healing! You must lay hands on the target and utter a brief prayer to use this Power, as well as spend 5 Experience Points (Miracles ain’t cheap). The Miracles you can perform depend on your level of Mastery. You must know the Helping Hand Power to learn this, and the person being healed must be willing.
Basic: You can immediately heal a poisoned or diseased character. You can immediately heal blindness, deafness, or someone who is mute as well. This Power cannot heal those who are terminally ill (sometimes people just gotta go).
Advanced: As Basic, and you can now bring the dead back to life, if the body is mostly intact, and has not been dead for more than your Presence score in hours. The target must be willing to return to life.
Righteous Banquet
Starvation is a very real threat in the wild frontier, and those with this handy-dandy Power can use a smidge of their righteous authority to produce a truly yummy meal from thin air. Once per Long Rest, the user of this Power can spend a Point of Luck to immediately produce a nutritious feast for themselves and their friends. In game terms, this produces a fixed number of Rations depending on the user’s level of Mastery. The Rations summoned evaporate after the summoner takes a Long Rest, so use ‘em or lose ‘em! Those with this power have an intimate tie to foodstuffs, as well, and can sense when food has been poisoned within 5 (Basic) or 50 (Advanced) feet of them (their tongue goes numb when in the presence of poisoned food or drink).
Basic: Each use of this Power produces 25 points worth of Rations.
Advanced: Each use of this Power produces 50 points worth of Rations.
Paragon of Virtue
You can radiate a holy sheen of goodness that always surrounds you. Those within your Aura of Virtue find it most difficult to perform evil when you are near. All rolls to deceive, lie, seduce, or negatively manipulate someone while within your aura gain Disadvantage (GM’s discretion). The radius of your Aura depends on your level of Mastery. Also, those within your Aura find your own words compelling and without fault, granting you advantage on all Presence rolls whenever your virtuous nature might impress anyone within your comforting aura. Activating this Aura costs a Luck point and can be activated once per Long Rest. The duration and radius of your Aura depends on your level of mastery.
Basic: Your aura fills a 15-foot radius around you and lasts for one hour when activated.
Advanced: Your aura fills a 50-foot radius around you and lasts for your Presence Stat score in hours.
Eternal Essence
This legendary ability halts your aging (or ceases it entirely), allowing you to perform Father Cactus’ good works for all eternity! The potency of this Power depends on your Mastery level. You must know the Paragon of Virtue Power to learn this.
Basic: You only physically age 1 year for every 10 years that pass.
Advanced: You will never physically age a day and are immortal. You can still be killed via normal means, mind you, but old age, sickness and starvation will never ravage you. You no longer need to consume Rations to survive. You still need to breathe, however!
Cactus Armor
By taking a Half Action to utter a quick prayer of protection, the user of this Power’s skin turns green and grows a procession of prickly spines that give bigtime ouchies to anyone silly enough to try to engage in close combat with them. This Power lasts for a half hour (Basic) or one whole hour (Advanced). The amount of damage a Melee attacker suffers upon hitting you depends on your mastery level. You cannot use this Power on others. You may use this Power once per Long Rest (Basic) or Short Rest (Advanced).
Basic: When damaged by a Melee attacker, the attacker takes 1 Damage per Star they earned on their attack to hit you. You gain an Armor Rating of 2 as long as this Power is in effect.
Advanced: When damaged by a Melee attacker, the attacker takes 2 Damage per Star they earned on their attack to hit you. You gain an Armor Rating of 3 as long as this Power is in effect.
Assume the Sacred Form
This handy Power allows the user to transform into a normal, mundane, run-of-the-mill Cactus that is about the same size and mass as the player. This Power must be performed on natural ground and must be done outside. This Power is often used to allow those of the Sacred Spine to hide in plain sight and avoid detection. You cannot move while under the effects of this power and can remain in this shape for up to d6 hours. It takes a Full Action to use this Power. This Power can be used once per Long Rest.
Basic: You cannot see or hear but can sense others within your general location.
Advanced: You can now see, hear, and even speak while in your Cactus Form.
Blessed Sermon
Once per Long Rest, the user of this Power can recite an impassioned sermon about the spreading of goodness that inspires and invigorates all who attend. The user rolls a Presence (Persuasion) test. No matter what, the Sermon is highly evocative and entertaining, but on a successful roll, those that attend gain a few snazzy benefits determined by the level of Mastery of the sermonizer. A Blessed Sermon takes about 15 minutes to perform.
Basic: All affected by the Blessed Sermon immediately refill their Luck Pool to its maximum.
Advanced: As Basic, but all affected also gain +1 Experience Point at the end of the adventure.
Practitioners: Elves
Nicknames: Medicine Man/Ma’am, Shaman
Origin: Elves believe that there are numerous nature and elemental spirits that surround us and infuse the living world. These primordial forces need no worship and are indifferent to the affairs of mortals, but some rare few can compel the Spirits for aid, borrowing a sliver of their power temporarily in exchange for an earthly act.
Spirit Speakers are greatly respected by all Elves, regardless of Tribe, and each Speaker has their own unique method of communicating with the Spirit Realm. Some do intricate dances or sing songs to appease the Spirit they seek to be empowered by. Others give offerings of blood, scarring their flesh ritualistically. Each Spirit Speaker has their own unique method of communing with the Spirits, and players should come up with their own. How do you plan on getting the attention of these ancient forces?
Special: Spirit Speaking works a bit differently than most other Mystical Heritages. Before a Power from this Heritage can be enacted, the user must make an offering to the Spirit in question. This normally takes the form of a complex ritual, rite, dance, blood offering, or some other process. This always requires concentration and cannot be done under stress or while in combat. Whatever form you choose, an Offering of this kind takes either 15 minutes (if you have the Mysterious Blood Edge at Basic), or 5 minutes (if you have it at Advanced). After this time, the Spirit has been appeased, and you gain the benefit of the Power in question.
Drawback: Elves who delve deep into Spirit Talking are even further repelled by the trappings of civilization and will gain an even more severe version of their Species aversion to technology. Spirit Speakers who overtly mingle with civilization receive a –2 Experience Point penalty for that adventure (GM’s discretion).
Gift of Water
The spirit of water infuses you, making the user one with the river. This Power can be used once per Long Rest.
Basic: You can breathe underwater for one hour and your swim speed is equal to your land speed. You gain Advantage on all Vigor (Athletics) tests made to swim.
Advanced: As Basic, but you can now extend the benefits of this Power to your Presence Stat score in allies by spending a point of Luck.
Gift of Fire
The spirit of the flame bolsters your essence, offering otherworldly protection against heat. This Power can be used once per Long Rest.
Basic: You gain immunity from all ill effects and damage relating to extreme heat or fire. This allows you to walk on hot coal or take a stroll through a burning forest without getting so much as a suntan. This lasts for d6 hours.
Advanced: As Basic, but you regain d6 Energy at the start of your turn as long as you are standing in direct sunlight.
Gift of Wind
By entreating the Spirits of air, you move with inspired rapidity.
Basic: Double your speed for d6 hours. This Power can be used once per Long Rest.
Advanced: As Basic, and all ranged attacks made against you during this time gain Disadvantage, as attacker’s projectiles are blown off target by the aiding Spirits. Melee attacks made against you are unaffected.
Gift of Earth
Drawing upon the strength of the land, your body becomes resistant to blows. This Power requires the user to be barefoot and only works when the wearer’s feet are touching natural earth. This Power can be used once per Long Rest.
Basic: Whenever you are dealt damage by an attack, roll a d6. On a result of 6 reduce this damage to 0. This lasts for one hour. You may not be knocked Prone during this time.
Advanced: As Basic, but you ignore damage done to you on a roll of a 5 or a 6.
Gift of Lightning
You entreat the spirit of Lightning to possess a weapon of your choice, which crackles with raw energy upon use of this power. Whenever a charged weapon deals damage, it deals an additional 1d6 damage to the target. After this weapon has dealt this extra damage a number of times (depending on your Mastery level) the Power ends. Missing an attack does not use up a charge.
Basic: Your weapon has 3 charges.
Advanced: Your weapon has 5 charges.
Long Voice
By cupping your hands and speaking, then blowing into your hands, you implore the spirits of wind to carry your message to an individual that you have physically met. The message must be no longer than 10 words. The distance your message can travel depends on your mastery of this Heritage. You may use this Power once per Short Rest. You must know the Gift of Wind Power to learn this. No matter your level of mastery, this Power only takes 1 minute of offering to activate.
Basic: Your messages can reach a maximum distance of 5 miles from you.
Advanced: Your messages can reach a maximum distance of 25 miles from you.
Stormcaller
This potent ability allows you to manipulate the weather by cajoling the Spirits to enhance or decrease their activity. This Power can either escalate or calm naturally occurring weather patterns and cannot summon a blizzard in the middle of summer. For instance, use of this Power could stop a light rain, increase a light rain to a heavy rain, or turn a heavy rain into a storm. You may use this Power once per week. Only the weather in a 10-mile radius of you is affected. You must know the Gift of Water AND the Gift of Wind Powers to learn this.
Basic: At this level of use, you cannot increase weather events into natural disasters, nor can you calm natural disasters into more benign weather events.
Advanced: At this level, you can coax a heavy snowfall into a blizzard, or calm a tornado into a heavy storm, or the inverse.
Eyes of the Eagle
This useful power allows the user to choose a destination that they have physically been to, and impart their consciousness there, seeing the area as a soaring bird would. Note that this aerial view gives a good estimation of what’s going on, but cannot reveal details going on indoors, or overhear conversations or other sensitive information. You cannot zoom in or focus on an individual using this Power. You can use this Power once per Long Rest, with each viewing lasting up to 5 minutes. Note that while using this Power, your physical form is completely vulnerable, as you peel your consciousness away for the duration.
Basic: You can use this Power to see any location you have physically been to in the last month.
Advanced: You can use this Power to see any location you have physically been to in the last year.
Spirit Saddle
You summon forth a majestic and ghostly steed that requires no rest or food to usher you to your destination. The animal handles extremely well, granting you advantage on all Agility (Primal) rolls to ride it. If you dismount the Spirit Horse for more than 1 hour it returns to its native realm. You may use this Power once per Short Rest. The Spirit Horse will only allow the user of this Power to ride it. No passengers!
Basic: The Spirit Horse remains at your command for up to 3 hours.
Advanced: The Spirit Horse remains at your command for up to 6 hours. You may now have 1 passenger.
Vision Quest
This sacred rite brings you face to face with a wizened spirit that you may petition for advice or guidance. Note that the Spirits are often cryptic in their replies, but they will do the best they can to aid you. Note that elemental or animal spirits are most found in a Vision Quest. This Power requires one hour of intense meditation and chanting, after which the user enters a meditative trance, crossing over into the spirit world where they parlay with a suitable spirit (GM’s discretion). In short, this Power is a great way to pry a bit of extra information out of the GM about events to come, or advice that might prove useful in the future.
Basic: You may use this Power once per month.
Advanced: You may use this Power once per week. Advanced uses of this power tend to divulge far less cryptic advice than those without a strong tie to the Spirit World, but these very vivid experiences often leave a lasting impression on those that rely on this Power heavily.
Practitioners: Gnomes
Nicknames: Blackhearts, Boneheads (Not complementary)
Origin: Many are baffled that a people so infused with vitality and life has such a morbid sorcery as their birthright, but Gnomes owe their unconquerable spirit to their intricate tie to the Lady of Bone. To them, the fact that their afterlife is a dismal one is even more reason to live their remaining days to the absolute fullest. The Lady of Bone is a deity that requires no worship, but most certainly demands respect, as the cold embrace of entropy is the only true constant in the world.
Bone Magic is less a study and more a calling, with practitioners having particularly close ties to the gray halls of the dead where the Lady of Bone resides. In short, Blackhearts are the rare product of being born in a place where the veil between the living and the dead is particularly frayed, and the offspring absorbs some of that grim energy. Some Blackhearts were born on a particularly bloody battlefield, or even conceived in a cemetery. Whatever the case, these death-infused souls have an innate tie to entropy, and often are visited in dreams by the Lady of Bone, who task them to act as living reminders that decay is the ultimate end for the mighty and meek alike.
Drawback: Those who are touched by the grim Lady are forever marked, and those with strong ties to this morbid gift tend to stand out. A Blackheart has an eerie presence about them that is impossible to ignore. Standing near one of these curious sorts might yield a slight smell of grave-earth, or produce an eerie chill in the air, or the Blackheart might attract a procession of flies or similarly unpleasant vermin around them. In game terms, non-Gnomes who interact with a Blackheart find their eerie presence off-putting and gain Disadvantage on all relevant social rolls. Even allies of such a...colorful character can’t help but shiver every now and again at the creepy countenance of their even creepier pal. Lastly, in case it needs to be said, Blackhearts are incapable of producing offspring (such stores of negative energy are woefully inept at creating life).
Grim Socialite
In some places where the wall between the living and the dead is less than sturdy, “natural” denizens of the underworld sometimes can slip through realities and wander the realm of breathing folk. Normally, Undead beings and Ghosts are hostile, but someone with this handy Power is a friend to ghouls and such drab company. In fact, those with this ability may converse freely with the Undead at will, and while it is not assured that all Undead beings will be friendly towards the Blackheart, they will at least not immediately attack unless provoked. Your Mastery level directly determines the level of Undead you can communicate with.
Basic: You can converse freely with lesser physical Undead beings like Zombies and other mindless ghoulies.
Advanced: You are now considered allies of superior Undead beings, like Vampires and Ghosts and more complex, dangerous, and intelligent residents of the Underworld.
Entropic Touch
Those “blessed” with this Power can summon forth the very essence of decay and channel it through their flesh. The cost to use this ability depends on your Mastery level. With this handy Power, you could touch a lock and corrode it into a brittle, rusted hunk of junk that can be easily broken, or touch a firearm and immediately tarnish it enough that it grants Disadvantage on all attack and damage rolls made with it until the weapon is thoroughly cleaned. Simply touching a plant with this Power will cause it to crumple to ash. Using this Power to attack a Plant creature (roll as a normal Vigor OR Agility (Melee) attack) is a Damage Value 5 attack made with Advantage. This Power cannot affect living Mortals, however, and has its best effects on wood, plants, or metal/iron items.
Basic: You can use this ability once per Long Rest by spending a point of Luck.
Advanced: You can use this ability once per Short Rest, and no longer need to spend a point of Luck.
Bleak Angel
This dramatic ability allows the Blackheart to sprout a set of majestic, black feathered wings for 5 minutes that grants the user a small taste of flight depending on their Mastery level. Any use of this Power requires the expenditure of a point of Luck. You may use this Power once per long rest. If you have a Vigor score of 3 or higher, you can carry one passenger who weighs no more than you do if you have both hands free. If this Power is used in a cemetery its duration is unlimited.
Basic: For the duration of this Power, you can use your impressive wings to hover up to 3 feet above the ground or glide downward from a high place and safely land.
Advanced: At this level, you may now use your wings to ascend, as well as hover. While this does offer much more freedom, your flight speed is about 10 feet, and you can fly no higher than 50 feet off the ground.
Foul Tongue
Some Blackhearts prefer slightly more exotic social relationships, and this gruesome ability allows you to communicate with vermin and pests. This ability is always active. Note that while you can communicate with such creepy crawly company, they aren’t compelled to obey you, and will often ask for services or favors in trade for their assistance. Your Mastery level determines the type of pests you can interact with.
Basic: You can speak with and understand any sort of insect vermin that would be considered creepy, like roaches, scorpions, millipedes, flies and spiders.
Advanced: You may now speak with higher ranks of vermin, such as rats and vultures.
Skull Security System
You require the skull of a once living humanoid being to use this Power. After chanting over the skull for 5 minutes, you infuse it with negative energy and a strange sort of sentience, allowing it to act as a proximity alarm that guards a radius around it. Any non-allies who step foot in that radius trigger the Skull, which begins to chatter its teeth loudly enough to awaken and alert you and all allies protected by it. The radius of the guarded area depends on your level of Mastery. Your Skull Security System wards an area for 8 hours. After this time, the skull crumples to dust.
Basic: The radius of effect is 50 feet.
Advanced: The radius of effect is 100 feet. At this level of Mastery, the eerie chattering of your skull frightens any intruders, granting them Disadvantage on all attack rolls while they are in the affected radius.
Ghoulish Goo
You gain the unnerving ability to assume the form of a roiling, bubbling, stinking pool of sticky, tar-like goo using this creative ability. This allows your new, goopy form to slither under doorways, or effortlessly escape bindings like manacles or rope. It takes 1 minute for this change to take place, as your body slowly, grossly melts from the inside out. During this time, you must utter a complex chant. If you cannot speak, then this Power cannot be used. This can be used once per Long Rest and requires the expenditure of a luck point. You must be unobserved while making this transformation. Anyone laying eyes on you during the transformation period immediately negates the effect. The duration of this Power depends on your Mastery level.
Basic: This Power lasts for 3 turns.
Advanced: This Power lasts for up to d6 minutes. Furthermore, you may now use this form to slither up walls and even ceilings.
Drain Essence
Blackhearts thrive on negative energy, and some have mastered this ability to the point that they can draw the very life force from a horrified foe and consume it themselves. This is frankly horrific to behold, as the user reaches out a hand towards the victim and spiritually tears a chunk of the victim's astral essence away and consumes it. This Power can be used once per Long Rest and can affect any living target within 25 feet that the user can see. The target of the spell immediately rolls a Vigor (Athletics) test (with Disadvantage if the user of this Power has the Mysterious Blood Edge at Advanced). Failure deals a set number of damage depending on the user’s level of Mastery and heals the Blackheart for this same amount. If the target succeeds on their roll to resist, the Power has no effect.
Basic: This power deals/heals d6 x 5 damage.
Advanced: This power deals/heals d6 x 10 damage.
Spooky Uber
This dramatic Power allows you to call upon the famed Boatman of legend, Charon, who appears in his legendary reed boat, fully prepared to usher you wherever you need to go. Obviously, this Power can only be used on water. As you might expect, using this ability is quite a sight to behold, and no one would dare attack you while in the presence of such ghoulish company (you can expect to arrive at your destination safely, even in the most perilous waters). Charon appears as a willowy, tall skeletal figure in a black robe, holding a thin and rotted oar. He is a great navigator, but a poor conversationalist (he has social anxiety) and will rarely speak. This Power can be used once per Short Rest and requires paying Charon two Bits.
Basic: Your journey must take no longer than d6 hours to complete (Charon doesn’t have all day). You may not bring any of your grubby friends with you.
Advanced: Your journey must take no longer than 10 hours. At this level of Mastery, you may now invite up to 4 allies to accompany you. They all must pay the Boatman’s fare.
Gift of Death
You have been blessed(?) by the Bone Lady and have managed to slough off some of this mortal coil, getting a bit of a head start on the rest of us. Those with this Power no longer need to breathe or eat, and their flesh is rather cool to the touch. Furthermore, you may spend a point of Luck to assume the form of an actual corpse. During this time, you have no pulse, and even a thorough medical examination would classify you as deceased. You can still see and hear but cannot speak during this time. You may remain “dead” for a duration depending on your Mastery level. Waking from this trance also requires spending another Luck Point. Use of this Power can be useful when needing to avoid enemies by very literally playing dead.
Basic: You can remain in your death state for up to d6 hours.
Advanced: You can remain in your death state for up to 24 hours. Furthermore, waking from your death state no longer requires spending a Luck Point (but entering the state still does).
Funeral Dirge
This haunting melody is mostly played on guitar or sung and takes about d6 minutes. You must succeed at a Presence (Entertain) test to activate this Power. A failure indicates no result (but a headache to all who hear). Success summons forth a denizen from the Underworld to serve you for one hour. You must have an Entertain skill at Professional rank or higher to learn this Power. You may use this Power once per Long Rest. The potency of your undead pal depends on your level of Mastery. This Power must be performed in a graveyard, and the undead servitor claws its way through the grave soil to aid and protect you in any way it can. After one hour passes, your new friends explode into dust, returning to the ghoulish plane they emerged from.
Basic: You summon a Corpser (see the Bestiary section).
Advanced: You summon either 2 Corpsers or one Rot Queen (See the Bestiary section).
Nicknames: Gizmologists, Crackpots (Unflattering)
Origin: As devotees of innovation and technology, the Dwarven penchant for invention is easily understood. Of all the vocations one could aspire to in Dwarf culture, that vaunted title of Gizmologist is the most respected and prized. Fusing all manner of scientific and technological learning, Gizmologists bring forth astonishing fruits of innovation, as well as act as catalysts to titanic disasters when their strange experiments go awry.
Even with their adoration for all things cerebral, Gizmologists are relatively rare among the Dwarven people. This is for good reason, as these enigmatic sorts are notoriously reclusive and loath to share their secrets with snooping, novice apprentices. Most Gizmologists are content to lock themselves up in their workshop-laboratories and drain the hours in speculation and experimentation...without company.
Special: Due to its taxing nature and complex studies, Gizmology requires a bit more than other Mystical Heritages to become a practitioner. A player wanting to play a Gizmologist must have a Smarts score of at least 4, and the Bookworm AND Technology Skills at Adept rank or higher. Furthermore, a well-stocked workshop is essential for the task, requiring both space and money. A Gizmologist simply cannot be tasked with conducting their brilliance in some outhouse, you barbarian! Dwarves who want to play Gizmologists MUST use their first available display of wealth (see the Lifestyle Edge) on stocking/supplying/building their workshop.
A non-Dwarf cannot make use of a Gizmologist’s invention unless they have a Smarts Stat score of 3 or higher and have at least a Novice rank in the Technology Skill to use MK I Gizmos, and a Smarts score of 4 or higher and the Technology Skill at Adept or higher to use MK II.
Lastly, Gizmology does not infuse the user with Powers, but instead, gifts them with curious inventions that defy the laws of physics. When you purchase a Power, you gain the invention described. Should you lose said Invention, or it gets destroyed (more likely), it takes one Month (Basic) or one week (Advanced) to rebuild it. Basic gadgets are commonly referred to as Mk I, and Advanced gadgets are commonly referred to as Mk II.
Drawback: Those who delve too heavily into Gizmology often work around dangerous chemicals and hazardous materials. In short, the most adept practitioners of this art are bound to blow something up at some point. Once every month, a Gizmologist has some kind of traumatic, chaotic event transpire due to their craft. Perhaps a chemical compound combusts suddenly, or a fire breaks out in their workshop, or one of their devices goes haywire. Be as creative (and destructive) as you like, but these events commonly lead to LOTS of adventures and VERY expensive clean ups!
Ubertool
This small, compact device is considered a must-have for Gizmologists of all stripes and backgrounds. Below is a list of features that each Mk of this gizmo offers. Also known as a Dwarven Army Knife.
Mk I (Basic)
-Ruler/Tape Measure
-Screwdrivers (all types)
-Lockpick
-Magnifying glass
-Knife (Same stats as a Knife)
-Scissors
-Compass
-Watch
-Flashlight
Mk II (Advanced)
-All features of Mk I
-Improved Knife (Same stats as a Hunting Knife)
-Cutting Laser (Once per day may take one minute to cut through metal up to one inch thick)
Electrocompass Deluxe
At first, this appears to be a normal compass, but instead of pointing North, East, West, or South, it also leads you to any destination that you know the name of. A small microphone at the top of the Compass picks up a location that the user whispers into it, and the compass points the way there until either the destination is reached, or a new location is input. Note that the Compass will point towards the most direct route to the location in question, but that does not mean that the way is the safest!
Mk I (Basic): Your Electrocompass Deluxe only works with locations.
Mk II (Advanced): You may now whisper the full name of a person into the device, and it will point you towards them. You must have physically met this person in the past, and the person in question cannot be opposed to being found.
Gyronoculars
This bulky headset is commonly seen adorning the bulging brain-heads of Gizmologists, and comes with a useful array of vision enhancement, depending on what Mk it is.
Mk I (Basic)
-Zoom function (3x magnification)
-Night Vision (See clearly in darkness)
-Bio Scan (Spend a point of Luck and focus on a target with your goggles. A quick biometric scan reveals the maximum/current amount of Hit Points of the target)
Mk II (Advanced)
-All functions of Mk I
-Improved Zoom Function (5x Magnification)
-Thermal Vision (See heat patterns)
-X-Ray Vision (Spend a point of Luck to see through items less than an inch thick for up to one minute. If (I mean, WHEN) you use this to see through clothing, the target/sexual assault victim gets a Smarts (Perception) roll to detect your improper use of technology. A wave of revulsion overtakes them, and they somehow know that you’ve been peeping!
Detect-O-Tron 5000
This small handheld device has numerous crackling antennae and strange tubing jutting from its top. It can be calibrated to make a beeping sound when an appropriate being or material is nearby, with the beeping increasing in frequency as the item in question grows nearer. This handy device can be used once per Short Rest (it needs about an hour to recharge) and detects the presence of the item if it is within 500 feet for about 4 hours. If the item in question is not within 500 feet, the Detect-O-Tron does not react. Some example settings are listed below, with more advanced versions being able to pick up more exotic items. Note that if the Detect-O-Tron isn’t specifically tuned to the frequency of what you are looking for, it will not register the presence of an item.
Mk I (Basic)
-Water
-Common minerals (Copper, Tin, etc.)
-Natural beasts (Can specify what type)
-Sentient living beings (Can specify Species)
Mk II (Advanced)
-All features of Mk I
-Rare minerals (Silver, Gold, etc.)
-Monsters
Lightning Pistol
This miraculous device supercharges common revolver ammunition and turns each shot you take with this curious weapon into pure, potent electricity! Lightning Pistols ignore all armor. Attacking with a Lightning Pistol is a Smarts (Aim) roll.
-Special: If this weapon damages a foe with 3+ Stars, the target immediately rolls a Vigor (Athletics) test (with Disadvantage if the weapon is a MK II). If they fail this roll, they become electrocuted for one round, and spend their next action doing a lightning rod imitation.
Mk I (Basic): Your Lightning Pistol has a Damage Value of 2 and a Capacity of 5.
Mk II (Advanced): Your Lightning Pistol has a damage Value of 3 and a Capacity of 6.
Cardiac Killswitch
Through a series of highly dangerous self-experimentation, you’ve managed to wire your vital signs to an alchemical bomb that explodes upon your consciousness leaving you. If you are Knocked-Out, your Cardiac Killswitch emits a massive sonic burst in a radius around you that deals significant damage to any unfortunate enough to be in the blast radius. If you’re going down, you’re taking some folks with you! If you manage to survive the event that detonated your Killswitch, you cannot enact it again for 30 days.
Mk I (Basic): The blast radius is 50 ft and deals 50 damage to all beings caught in the blast radius. All (your pals, too) in the blast radius can roll an Agility (Athletics) to get the heck out of the way. Each Star rolled on this negates the damage by 10. This inspired explosion also inflicts hefty property damage.
Mk II (Advanced): The damage remains the same, but the blast radius is doubled to 100 ft and your allies are not affected.
Supremogram
While the industrious Dwarves have yet to unlock the secret of the iPhone (They’re close, though), they have made communication a tad bit easier with this. A Supremogram is a portable telegram machine that can send and receive messages, printing them out on small strips of paper. Each Supremogram has a lengthy numerical code attached to it, and anyone knowing that code can send a message directly to the owner of that Supremogram. A Supremogram is about the size and weight of a typewriter. Advanced models are packed with even more impressive features.
Mk I (Basic): Your Supremogram can only send and receive written communications.
Mk II (Advanced): Your Supremogram can now act as a Gramophone, and can play music, as well as record messages.
Autocarriage
Known as “Wonder Wagons” by the illiterate non-Dwarf masses, Autocarriages are motorized vehicles that can usher one pilot and (sometimes) even passengers briskly to their destination. These wondrous devices make a godawful amount of noise and leave a thick, black trail of foul-smelling smog in their wake that would make any onlooking Elf openly sob. Autocarriages are often plagued with issues that will undoubtedly lead to numerous memorable adventures. The time they save with their speed is easily eaten up by nigh-constant repairs and refueling, but riding around in one of these bad boys is certain to turn some heads for those who prefer to travel in style!
Mk I (Basic): This motorized bicycle can house a driver and one passenger who clings on for dear life behind them.
Mk II (Advanced): Larger and enclosed, the Mk II Autocarriage can house a driver and up to 4 passengers, and even contains a relatively spacious storage compartment.
Portable Laboratory
This large, hefty contraption is about the size and weight of a large trunk (about 50lbs). Upon entering a complex numerical code into a digital keypad, the (relatively) small device opens up into a structure about the size of an outhouse. However, due to the cunning use of Dwarven math and physics, the interior of the structure is VASTLY more spacious than the exterior, housing everything a Dwarf needs to conduct their work. Inputting the same numerical code again from the outside will collapse the device into its compact version. This amazing process takes mere seconds.
Mk I (Basic): Only the owner of this device can enter.
Mk II (Advanced): The owner may now allow up to their Smarts Stat score in guests to enter their Portable Laboratory.
Rocket Pack
This cumbersome backpack can fire off a blast of force that allows the wearer to jump incredible distances and land safely. The Rocket Pack recharged via solar energy but does only have a number of charges before its energy is depleted. A Rocket Pack can launch the wearer 50 feet straight up or in any other direction, and can be used a number of times depending on the Model.
MK I (Basic): You can use your Rocket pack twice per Long Rest. No Passengers allowed.
MK II (Advanced): You can use your Rocket Pack twice per Short Rest. You may now carry up to one other passenger with you, but halve the Rocket Pack’s range to 25 feet instead of 50.
Practitioners: Orcs
Nicknames: Voduns, Lo-ites, Headshrinkers (Derogatory)
Origin: Orcish spirituality comprises a vastly specific, complex pantheon of whimsical, fickle half-spirits known as the Loa. These intractable forces are believed to be universally tied to the strands of fate and fortune in one’s life, and they watch with more amusement than interest as the denizens of the mortal realm toil through life. The Loa are rarely associated with good or evil and are best classified as mischievous or playful.
To an Orc, the Spirit world is a monotonous affair, filled with an eternity of cryptic meditations, boiling, hellish punishment, or (even worse) a blissful respite from all worldly concerns. All these things bore your average Orc, who longs to be free of mortal limitation, but still wants to enjoy the show and bet on their favorites in the cosmic game of chance going on all around us. Isn’t that much more interesting?
This cosmic middle-ground is where the Loa reign, offering aid and fortune to those that capture their interest, or hexing those that risk their wrath. All the while, the Loa have a front row seat to the greatest show ever, and my, how they relish the excitement.
When an Orc dies, they believe that their spirit will be judged by the Loa, who open a lengthy negotiating process. If the Orc in question can convince (or trick) the Loa that they deserve a better spot in the afterlife, it is possible that the wily Loa will offer the recently deceased candidate a spot among them, offering up a seat in the cosmic theater, where all can enjoy the performance. This practical view of the afterlife explains why so many Orcs lead lives rife with mischief, as they consider their time among the living to be mere practice for the ultimate high-stakes gamble, where the pot includes their immortal soul.
Special: Rules for Voodoo are different from most other Magics. Each of the Loa offers a unique gift to those they favor, but the price is often something very specific pertaining to which Loa is being entreated. The Vodun in question must know the Power in question and then offer up a specific sacrifice that the Loa desires. The Vodun then draws one (Basic) or two (Advanced) playing cards from a standard playing card deck (Leave the Jokers in). The higher the card drawn, the more impactful the effect. Drawing a Joker when entreating a Loa means that the mischievous spirit takes the opportunity to possess your body and sample the fruits of the material world for a time. The Loa were all once mortals who led interesting lives, and each one has their own personality and preferences.
While all Loa were mortal Orcs at one time, they appear in any guise they wish, with many of them assuming hideous, unknowable, truly strange forms.
Unlike other Magics, the effects of these Powers do not increase with further understanding, and all Voodoo Powers have the same base effect. Your Mastery rating in the Mysterious Blood Edge only determines if you draw one or two cards when entreating a Loa (Pick the best card if you draw 2). Below is a list of the ten most entreated to Loa.
Drawback: Those who delve deeply into Voodoo find themselves gravitating to one specific Loa that they know how to Entreat. This Loa thinks you’re pretty cool, too, and becomes your Patron Loa. When entreating your Patron Loa, you do not need to perform the rite listed to gain their aid. You merely offer a short prayer and your Patron Loa’s attention is summoned. Unfortunately, the Loa don’t always get along, and each Loa has at least one enemy among their kin. You may NOT learn a Voodoo Power belonging to an enemy of your Patron. Furthermore, other Vodun who are favored by your Patron’s enemies may try to harm you to gain even more favor from their Patron!
Loa (Enemy)
-Mister Gollivander (Old Leathertooth)
-Auntie Fanny (Uncle Yan-Yan)
-Sticky Dolban (The Lantern Man)
-Uncle Yan-Yan (Auntie Fanny)
-Bendy Liggia (Madam Stoogee)
-Old Leathertooth (Mister Gollivander)
-King Chogu (Black Camille)
-Black Camille (King Chogu)
-The Lantern Man (Sticky Dolban)
-Madam Stoogee (Bendy Liggia)
Mister Gollivander
It is said that in his life, Gollivander hadn’t lived a single day sober. As soon as he was born, the raucous orc had rum on his lips, nursing straight from any bottle he could get his claws on. As he grew, the legendary partier’s antics had grown to legendary status, and many offer prayers to the Loa before a night of heavy celebration. A lover of food and drink, Mister Gollivander often appears as an astonishingly obese Orc with a massive, gaping maw for a mouth that can (and does) consume any food or drink it can shove into its cavernous opening. Those who entreat Gollivander find that they can ingest a truly stunning amount of alcohol or drugs while enjoying their benefits but being resistant to their drawbacks.
To entreat Gollivander, a Vodun must pour an entire bottle of expensive rum (minimum $10) into a circle around them while offering a prayer. Then draw a card. You gain complete immunity to the negative effects of substances you ingest until your next Long Rest. That means you can get drunk as a skunk without suffering a hangover, or (if you draw a high enough card) take any narcotic.
I drew a 2...
-This Power does not work. Golliver did not deem your sacrifice worthy or wasn’t paying attention. You may not entreat his aid for one month.
I drew a 3 to 10...
-Immunity to the negative effects of alcohol. Drink up!
I drew a Face Card or Ace...
-Immunity to any Narcotic as well
I drew a Joker...
-Gollivander possesses your body and goes on quite the bender. You awake with a massive hangover and immediately gain d6 x 5 pounds.
Auntie Fanny
A relentless gossip in life, Fanny knew everyone’s deepest, darkest secrets, and was not above revealing them to others for personal benefit (or amusement). She appears as a spindly old Orc woman with massive ears that hear all devious things. Her thin, long face is covered in whispering mouths so that she can spread even more malicious gossip.
To entreat Auntie Fanny, a Vodun must possess a personal item of someone they want to know about and bury the item in the backyard of a blue house (Fanny’s favorite color). Then draw a card and consult the result below. If successful, Fanny whispers to the Vodun a secret about the individual who owned the item. After use, the item is destroyed.
I drew a 2...
-This Power does not work. Auntie Fanny did not find your request particularly juicy. You may not entreat her again for one month.
I drew a 3 to 10...
-You are told a negative secret about the individual in question. It isn’t their darkest one, but it’s certainly something that they wouldn’t want to be made public.
I drew a Face Card or Ace...
-You are told the target’s deepest, darkest secret. Surely, they would pay a King’s ransom to not have it spread...
I drew a Joker...
-Auntie Fanny possesses your body for five minutes and takes the time to make you confess your own deepest, darkest secrets and vices to anyone who will listen. This explosive display of conscience is quite the sight to behold.
Sticky Dolban
Named for his tendency to take what isn’t particularly his, Dolban was the best common pickpocket there ever was. With his nimble fingers and accurate grasp, it was said that he once famously stole a man’s earlobe and had already left the city limits before they even realized it was missing. Dolban assumes the guise of a tattered Orcish urchin child who wears a large, floppy hat and very baggy pants that are stuffed with ill-gotten trinkets. His face is covered in dirt so thick that it conceals his features entirely.
Entreating Dolban enhances the Vodun’s ability to perform petty crimes and requires the user to crush the fingerbone of someone hanged for theft to gain his attention.
I drew a 2...
-This Power does not work. Dolban was probably locked up when you called. You may not entreat his aid for one month.
I drew a 3 to 10...
-You gain Advantage on all Thievery Skill checks until your next Long Rest.
I drew a Face Card or Ace...
-You also gain enchanted pockets, making you able to stuff up to 500 pounds of loot into your pants pockets. This loot has no weight, but you cannot use this on an item larger than can fit into your pocket. While under this effect, only you can pull items out of your pockets. This lasts until your next long Rest.
I drew a Joker...
-Dolban does not possess your body, but “borrows” something from you instead. Look at your character sheet and find your most expensive piece of equipment, then cross it off. It isn’t yours anymore.
Uncle Yan-Yan
Perhaps the unluckiest being to have ever existed, Yan-Yan led a life of misfortune and sorrow. This scraggly, haggard old Orc takes the guise of an ancient looking, hunched over man with a curved spine and a scraggly white beard. His toothless mouth is always set in a sad frown, and he is eternally bound to his rotting, rickety rocking chair. His thick, bushy white eyebrows streak towards the heavens, and it is said that the only reason the Loa allowed him entry among them was because they felt sorry for him.
As you might expect, Yan-Yan is not entreated to aid the Vodun asking for his assistance, but to curse an enemy with horrible fortune. To entreat Yan-Yan, one must take a hair from the victim to be cursed and wrap it around a horseshoe. The horseshoe must then be thrown over a cliff or otherwise destroyed. Then draw a card and consult the chart for the results of Yan-Yan's influence.
I drew a 2...
-This Power does not work. Yan-Yan was asleep in his rocking chair and snoring too loudly to hear your plea. You may not entreat his aid for one month.
I drew a 3 to 10...
-The target cannot spend Luck Points for any reason for one month of game time, or until you entreat another Loa. During this time, they suffer from horrendous bouts of common misfortune, stubbing toes and biting their tongue at obscene intervals.
I drew a Face Card or Ace...
-As above, and your victim gains Disadvantage on one Skill roll of your choice for the duration of this Power.
I drew a Joker...
-Uncle Yan-Yan decides to focus his attention on you, rather than your target. For one month of game time, you have the stink of Yan-Yan on you, and no other Loa will associate with you until you are free of his influence. During this time, you lose access to the Mysterious Blood Edge.
Bendy Liggia
Insatiably addicted to all pleasures of the flesh, Liggia is a Loa renowned for her sexual perversion and skill. She always appears wearing a tattered veil and has 6 smooth, talented arms to indulge in all manner of strange delights. She is often depicted contorting her slender body in all manner of impossible, provocative positions, and she is claimed to have no bones. Liggia is a Loa that males and females alike entreat to increase their sexual prowess and allure.
To entreat this...permissive deity, the Vodun in question must drink a vial of Prostitute sweat. Afterwards, draw a card and consult the list below for your result.
I drew a 2...
-This Power does not work. Liggia finds you lacking sexually, and she removes your ability to...perform for one week. You may not entreat her aid for one month.
I drew a 3 to 10...
-You gain immunity to all sexually transmitted diseases until your next Long Rest. You also gain advantage on all Presence (Persuasion) rolls made solely to seduce.
I drew a Face Card or Ace...
-As above, and you find your sexual prowess greatly increased for the duration. Each time you have an...encounter for the evening, roll a d6. On a result of 6, gain +1 Experience Point. Due to your enhanced vigor, this allows you to “rendezvous” up to your Vigor stat rating in times.
I drew a Joker...
-Liggia possesses your body and immediately sees that you indulge in every sort of carnal activity imaginable with anyone in your immediate vicinity for 24 hours. This legendary fertility spree will undoubtedly lead to some complications. Did they have child support in the wild west?
Old Leathertooth
The most feared Loa is the being known as Old Leathertooth. In life, this gruesome being delighted in bloodshed and carnage, slaughtering his foes with reckless abandon and possessing a taste for blood-drenched flesh. A cannibal in life, this maleficent spirit watches with delight as violence is committed, always wanting more and more gore to satiate his endless appetites. Old Leathertooth has the body of an Orc but the head of a crocodile. A leathery tail drags through the muck behind him, and he leaves tracks of bloody footprints in his wake. After his death, Old Leathertooth demanded that the Loa make him one of their own, and all who listened were too afraid to deny the demand.
To entreat Old Leathertooth, the Vodun must devour a handful of raw meat of something you killed yourself (it can be animal meat, thankfully) and somehow keep it down. After choking the meal down, draw a card and consult the list below for the result.
I drew a 2...
-This Power does not work. You failed to keep the raw meat down and barf it up in spectacular fashion. This display of weakness disgusts Old Leathertooth, and you may not entreat his aid for one month.
I drew a 3 to 10...
-You gain a maw full of brutal crocodile teeth that you may use as an attack. This chomp attack (a Vigor (Melee) test) has a Damage Value of 5 and ignores all Armor. This potent ability lasts until your next Long Rest. Note that you look pretty gnarly with an elongated mouth of gator teeth. You lose the Allure Edge until this effect wears off, but you do gain Advantage on all Vigor (Persuasion) rolls to intimidate people!
I drew a Face Card or Ace...
-As above, but each time you kill a target with a max hit point pool of 20 or more, roll a d6. On a result of 6, you immediately gain +1 bonus experience point for the duration of this Power.
I drew a Joker...
-Old Leathertooth possesses your body and immediately attacks friend and foe alike in his vicinity. During this frenzied assault, “You” gain advantage on all attack rolls. This possession lasts for one hour. Many an Orc have ended up on the end of a noose after attempting to secure the aid of this Loa, so Orc players should be wary when entreating his aid.
King Chogu
In life, Chogu could sell leg warmers to a snake, and the smooth-talking con artist had a way with words that defied explanation. His bewildering ability to say nothing but use a dazzling number of words to do so was in itself a superpower. Upon death, Chogu pleaded his case for Loahood, and his perplexing assortment of word salad left the Loa who judged him confused and bewildered, agreeing to the proposition with a blank stare and half-hearted nod. Chogu is the patron Loa of traveling salespeople everywhere, and even non-Orcs have respect for the little guy. Chogu chooses to appear as a small Goblinoid creature dragging a massive suitcase behind him. He is smartly dressed and wears a monocle over one eye. His pointy tongue is made of pure silver and gleams with delight when he makes his pitch. Chogu has three legs, which aid him when he needs to flee town in a hurry after his “Miracle” tonics and wares are found out to be a bit less extraordinary than advertised.
When a Vodun wants a small boost to their fast-talking, they often ask the wily Chogu for his help. To entreat King Chogu, a Vodun must fill a suitcase with fool’s gold and set it on fire. Then draw a card and consult the list below for your result.
I drew a 2...
-This Power does not work. Chogu swears that he will be there for you next time. Believe me, he wouldn’t ever lie to you about something like this. I mean, you guys are close friends, and he cares deeply for your companionship. I promise. You may not entreat his aid for one month.
I drew a 3 to 10...
-Communication is key to success in sales, and how can you rip off–I mean, make a deal with someone you don’t understand? Until your next Long Rest, you can speak, read and write all languages. For the duration of this power, you gain Advantage on all Presence (Persuasion) rolls made to deceive or sell things to others.
I drew a Face Card or Ace...
-As above, but during this time, you gain a keen insight into sales and negotiation. Due to your fast talking, you enjoy a 50% discount on all vendors you visit for the duration of this Power.
I drew a Joker...
-You’re in luck! King Chogu comes to you in a dream and has a once in a lifetime business opportunity that is sure to net you both millions. He just needs a little bit of start-up capital to get the ball rolling. Your character’s wealth is now $0. If you were already at $0, then you’re in luck, because your credit is really good with King Chogu, and he extends a credit line of $500 to you for this important business venture. It would be in your very best interest to pay him back for it at your earliest opportunity...
Black Camille
It is said that the Orc known only as Camille was so beautiful that the shadows themselves fell in love with her, and she has walked among them ever since. Upon death, Camille silently tip-toed her way past the Loa that was judging her, and she assumed a seat among them. Some claim that they still haven’t noticed to this day. Silent and mysterious, Black Camille appears as a female figure clad in clinging darkness. She is always depicted holding a dainty umbrella to forever shield her from the rays of the sun.
When an Orc wants to evade detection or unwanted attention, they seek to ask the mysterious Camille for her aid. Entreating Black Camille requires that the Vodun light a black candle for 24 hours and blow it out at the stroke of midnight. Draw a card and consult the list below to see your result.
I drew a 2...
-This Power does not work. Black Camille ignores your request but chuckles from the shadows at your plight. You may not entreat her aid for one month.
I drew a 3 to 10...
-The shadows guide you and hide your actions. If it is nighttime, you gain advantage to all Agility (Stealth) rolls made to avoid notice and move without detection. This lasts until your next Long Rest.
I drew a Face Card or Ace...
-As above, and you leave no trace of your passing. For the duration, you do not leave footprints and all attempts to track you automatically fail. Even a bloodhound would be left confused as to your whereabouts, even if you were just in the area.
I drew a Joker...
-Black Camille decides to have a bit of fun with you and erases you from the memories of all your allies and close relations. Even your parents consider you a stranger, despite any claims or proof to the contrary you could provide. Their memories of you return after one week.
The Lantern Man
Little is known about the life of the strange Loa known only as the Lantern Man, but this frightening fellow is renowned as the author of dreams and ruler of the realms of sleep. The Lantern man wears a filthy hooded robe and holds an ancient lantern in one of his elongated, rail-thin arms. He travels in a cloud of dust that puts any who breathe it in to sleep. The lantern emits a ghoulish light that changes color as he drifts through the subconscious mind of his prey, gifting good dreams to those that he favors, and cursing those that arouse his ire with hideous nightmares.
For a fee, the Lantern Man will allow a Vodun to peer into the dreams of others, and even craft them if the enigmatic Loa is feeling generous enough! Entreating The Lantern Man requires the Vodun to acquire the pillow, pillowcase, bedsheet, or evening wear of the target in question. Once in possession of such an item, the Vodun ritually burns the garment and draws a card. Check the list below to determine your result.
If successful, you mark the target as your victim. Each night, you can perform this Power to affect them (and only them). Your hold on your victim lasts until you choose another victim and gather the proper sacrifice, or you draw a 2 or Joker when activating this Power. Each time you wish to investigate the dreams of your Victim, draw another card.
I drew a 2...
-This Power does not work. The Lantern Man did not find your plea for assistance enticing enough. You may not entreat his aid for one month.
I drew a 3 to 10...
-For the duration of this Power, you can tell when your Victim is sleeping. While asleep, you can navigate the dreams of your Victim as a casual observer.
I drew a Face Card or Ace...
-As above, and you can now author the dreams of your Victim as if you were the Lantern Man himself.
I drew a Joker...
-The Lantern Man takes a personal interest in your sleep schedule and visits horrendous nightmares upon you for one week. During this time, you cannot spend Luck Points for any reason, and can never quite get a good night’s sleep. You only gain half the benefits of Long and Short Rests during this time. Lastly, each time you fall asleep for that week 2d6. If you roll two 1’s on this roll, you have a nightmare so vivid and horrifying that it kills you in your sleep.
Madam Stoogee (STOOG-ee)
In life, Stoogee was a tad bit excessive with her love of self-mutilation and scarification. Her extreme behavior was amusing to the Loa, who offered her a place among them after she creatively ended her own life by gouging her own heart out. Madam Stoogee is hideous to behold and is nothing more than a thin Orc female torso with a gaping hole in her chest where her heart used to be. Her limbs end in rounded stumps, and her eyes have been plucked from their sockets. Her flesh is marred with countless, articulately applied scars in an almost beautiful pattern.
Vodun who wish to physically harm others ask the Madam for her aid, and she gladly trades pain for pain with an Orc willing to bleed for their vengeance. To entreat Madam Stoogee’s aid, a Vodun must stab themselves ritualistically with a bone handled dagger with a burnt blade and be making eye contact with their victim. Draw a card and consult the list below for the result. It takes a Full Action to activate this Power.
I drew a 2...
-This Power does not work. You stab yourself and take d6 x 5 damage but cause no harm to your would-be victim. In fact, they probably laugh at you. You may not entreat her aid for one month.
I drew a 3 to 10...
-You stab yourself and take d6 damage. Your victim hunches over in anguish and takes three times this amount. Armor does not reduce this.
I drew a Face Card or Ace...
-As above, but your victim takes 5 times this amount.
I drew a Joker...
-Madam Stoogee possesses you and immediately begins the work of self-mutilation for the next 5 turns. When you regain your senses, roll a d6 to see what fun new deformity you’ve gained and consult the chart below. You can spend a Luck Point to reroll this in search of a better result.
6-Small facial scar (Hey, it makes you look kinda cool! No effect)
5-Large facial scar (If you had the Allure Edge, lower it by one level)
4-You bite off one of your fingers
3-You pluck out an eye (Disadvantage on all Perception rolls)
2-You hack off one of your hands (Dual wielding is kinda out of the question)
1-Sexual mutilation (Reproduction is super-duper out of the question)






