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Powers

The powers of the unlinked can be mistaken for magic much of the time. Outwardly there is little difference between many of their skills and the spells of the magi.  Beyond the superficial, these powers come from a completely different and mysterious source.  The following sections are a description of these powers.

How to read a power listing:

The powers listings are organized by type of unlinked that can wield them.  The following is a list of terms so that one can better understand the miracle listing.

  • Cost: All powers cost a certain amount of Spark to cast depending on the power of its effect and the difficulty to bring that effect into being.

  • Effect: This is a description of what the power actually does to its intended target.  This effect only takes place if the target is hit by the power.

  • Range: This is a description of how close or far away an unlinked can be to cast the power.  There are three main ranges that most powers fall under.  Personal means the power only affects the unlinked.  Touch means the power can affect any target the unlinked personally touches.  Bead Bag means the unlinked can throw the power by using a bead bag as a physical representation of that miracle.

  • Duration: This is a description of how long a power effect lasts.  There are three main durations that most powers fall under.  Instant means the power’s effect triggers instantly and completely in a single moment.  When there is a specified time this means the power lasts on its target for that amount of time.  Until Sunrise means that the power lasts on its target until the next dawn or has been triggered, whichever comes first.

Blade Powers

Halt

  • Tier: 1

  • Cost: 1 Spark

  • Effect: The target must stop in place for 3 seconds. Callword: Halt

  • Range: Bean Bag

  • Duration: Instant

Strike

  • Tier: 1

  • Cost: 1 Spark

  • Effect: Deals 1 wound to target.  Callword: 1 Mind

  • Range: Bean Bag

  • Duration: Instant

Deflect

  • Tier: 1

  • Cost: 1 Spark

  • Effect: Deflects one wound. It must be cast prior to damage. Callword: Deflect

  • Range: Bean Bag

  • Duration: Until Sunrise 

Telekinesis

  • Tier: 2

  • Cost: 3 Spark

  • Effect: Push or pull a target by 5 steps.  Callword: Push/Pull 5 steps

  • Range: Bean Bag

  • Duration: Instant

Bash

  • Tier: 2

  • Cost: 3 Spark

  • Effect: Bash is the ability to deal three wounds in a single strike. Bash is best utilized against armored opponents. Callword: 3 Mind

  • Range: Bean Bag

  • Duration: Instant

Shield

  • Tier: 2

  • Cost: 3 Spark

  • Effect: Blocks 5 wounds or one force.  Callword: Deflect

  • Range: Bean Bag

  • Duration: Until Sunrise

Trip

  • Tier: 3

  • Cost: 5 Spark

  • Effect: The target must fall completely to the ground before they may get back up.  Callword: Trip

  • Range: Bean Bag

  • Duration: Instant

Suffer

  • Tier: 3

  • Cost: 5 Spark

  • Effect: Deals 5 activated wounds in a single strike. Suffer is best utilized against armored opponents.  Callword: 5 Mind Inflict

  • Range: Bean Bag

  • Duration: Instant

Extend Armor

  • Tier: 3

  • Cost: 5 Spark

  • Effect: The unlinked's armor applies to one other person. The person they are protecting must be in line of sight of the unlinked, or the effect is broken. While the unlinked has someone they are protecting they gain a plus two bonus to their armor.

  • Range: Bean Bag

  • Duration: Concentraion

Pin

  • Tier: 4

  • Cost: 7 Spark

  • Effect: Target must fall to their knees and cannot move until freed.

  • Range: Bean Bag

  • Duration: 5 Minutes

Drain

  • Tier: 4

  • Cost: 7 Spark

  • Effect: Drains all Wind from the target.

  • Range: Bean Bag

  • Duration: Instant

Sanctuary

  • Tier: 4

  • Cost: 7 Spark

  • Effect: No one within range can do harm to another.

  • Range: 5 feet

  • Duration: 5 Minutes

Freeze

  • Tier: 5

  • Cost: 9 Spark

  • Effect: The target cannot move for the duration of the power or until released by other means.

  • Range: 5 feet

  • Duration: 5 Minutes

Butcher

  • Tier: 5

  • Cost: 9 Spark

  • Effect: Deals 9 activated wounds in a single strike. Butcher is best utilized against armored opponents.  Callword: 9 Mind Inflict

  • Range: 5 feet

  • Duration: 5 Minutes

Bubble

  • Tier: 5

  • Cost: 9 Spark

  • Effect: Creates protective dome, which only those who the unlinked wishes to pass can.

  • Range: 5 feet

  • Duration: Concentraion

Mender Powers

Take wound

  • Tier: 1

  • Cost: 0 Spark

  • Effect: Mender is able to take a wound from another onto themselves

  • Range: Touch

  • Duration: Instant

Heal Limb

  • Tier: 1

  • Cost: 1 Spark

  • Effect: Heals one limb wound

  • Range: Touch

  • Duration: Instant

Calm

  • Tier: 1

  • Cost: 1 Spark

  • Effect: Settles high tempers and those in some kinds of Rage

  • Range: Touch

  • Duration: 5 Minutes

Move Wound

  • Tier: 2

  • Cost: 3 Spark

  • Effect: Mender is able to move a wound.  This includes moving on the same target or moving it to another target.  Mender must be touching both the wound and where they wish to place it.

  • Range: Touch

  • Duration: Instant

Incite Weakness

  • Tier: 2

  • Cost: 3 Spark

  • Effect: Inspires weakness in the target

  • Range: Touch

  • Duration: 5 Minutes

Cleanse

  • Tier: 2

  • Cost: 3 Spark

  • Effect:  Heals an aggravated wound

  • Range: Touch

  • Duration: Instant

Heal Torso

  • Tier: 3

  • Cost: 5 Spark

  • Effect: Heals single target of all torso wounds

  • Range: Touch

  • Duration: Instant

Restore Limb

  • Tier: 3

  • Cost: 5 Spark

  • Effect: Restores one limb to usefulness after its bleed time has run out or has been dismembered

  • Range: Touch

  • Duration: Instant

Suggest

  • Tier: 3

  • Cost: 5 Spark

  • Effect: Target believes one statement or suggestion from the Mender (within reason)

  • Range: Touch

  • Duration: Instant

Cure Sickness

  • Tier: 4

  • Cost: 7 Spark

  • Effect: Heals target of any sickness

  • Range: Touch

  • Duration: Instant

Charm

  • Tier: 4

  • Cost: 7 Spark

  • Effect: Target thinks the Mender can be trusted like an old friend

  • Range: Touch

  • Duration: Instant

Heal Whole Body

  • Tier: 4

  • Cost: 7 Spark

  • Effect: Heals single target of all wounds, no matter the location

  • Range: Touch

  • Duration: Instant

Resurrection

  • Tier: 5

  • Cost: 9 Spark

  • Effect: Bring one person back to life within 30 minutes of death. You must have all of the remains, even if they are just ash.

  • Range: Touch

  • Duration: Instant

Command

  • Tier: 5

  • Cost: 9 Spark

  • Effect: Target carries out one order from the Mender

  • Range: Touch

  • Duration: Instant

Healing Circle

  • Tier: 5

  • Cost: 9 Spark

  • Effect: Heals all wounds within the radius of the power

  • Range: 5-foot Radius

  • Duration: Instant

Witness Powers

Random Images

  • Tier: None

  • Cost: 0 Spark

  • Effect: When a great deal of psychic power is flowing from an object or event, the witness can be overrun with images without trying to call them forth. The GM will let the unlinked know when this happens.

  • Range: Self

Singing Item

  • Tier: 1

  • Cost: 1 Spark

  • Effect: The witness can tell one random thing about an item

  • Range: Touch

Singing Person

  • Tier: 1

  • Cost: 3 Spark

  • Effect: The witness can tell one random thing about a person

  • Range: Touch

Controlled Vision

  • Tier: 1

  • Cost: 9 Spark

  • Effect: The witness can actively have a vision about a target.

  • Range: Touch

Pinpoint

  • Tier: 2

  • Cost: 3 Spark

  • Effect: Can locate a target object, person, or energy within range.

  • Range: 5 feet

  • Duration: 5 Minutes

Alarm

  • Tier: 2

  • Cost: 3 Spark

  • Effect: Places an alarm on the target, which is triggered when someone else touches or moves it.

  • Range: Touch

  • Duration: Until Sunrise

Speak

  • Tier: 2

  • Cost: 3 Spark

  • Effect: Can speak to a target normally capable of communication (including some animals)

  • Range: Touch

  • Duration: 5 Minutes

Greater Singing Item

  • Tier: 3

  • Cost: 5 Spark

  • Effect: The witness can psychically ask three questions about the target item

  • Range: Touch

Locate

  • Tier: 3

  • Cost: 5 Spark

  • Effect: The witness knows the direction of a given object. The witness must be familiar with or have held the object before.

  • Range: Self

  • Duration: 5 Minutes

Question

  • Tier: 3

  • Cost: 5 Spark

  • Effect: Answers most any yes or no question

Message

  • Tier: 3

  • Cost: 5 Spark

  • Effect: The witness can send a psychic message (no longer than 20 words) to a known target (use an orange Post-it note that GM or Staff can pass to the target)

  • Duration: Instant

Greater Singing Person

  • Tier: 4

  • Cost: 7 Spark

  • Effect: The witness can psychically ask three questions about the target Person

  • Range: Touch

  • Duration: 5 Minutes

Route

  • Tier: 4

  • Cost: 7 Spark

  • Effect: The witness knows the optimal route to the desired location, including how to bypass non-creature-based traps

  • Range: Self

  • Duration: 5 Minutes

Knowledge

  • Tier: 4

  • Cost: 7 Spark

  • Effect: Answers most any question. The answer is in one sentence.

Expose

  • Tier: 4

  • Cost: 7 Spark

  • Effect: This power detects hidden, concealed, or invisible items or creatures.

  • Range: 5 Feet

  • Duration: 5 Minutes

Guide

  • Tier: 5

  • Cost: 9 Spark

  • Effect: A psychic guide appears to the witness and leads them toward the desired location; it will alert them to any obstacles before they are encountered.

  • Range: Self

  • Duration: 5 Minutes

History

  • Tier: 5

  • Cost: 9 Spark

  • Effect: Experience important pieces of the target's history.

  • Range: Touch

Telepathy

  • Tier: 5

  • Cost: 9 Spark

  • Effect: The witness and the target can communicate freely without actually speaking and at the distance of the power's range.

  • Range: 5 Feet

  • Duration: 5 Minutes

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