Into the Sunken Place *Clink clink*

1
Requires Seasoned
The power to temporarily cease to exist.
Used by Lilith (Lily) Weider, Created by TheSuperChrisb.
(Anyone who witnesses you activate this Effect or for its duration is very likely to be disturbed to see the target forcefully dematerialized. You must actively and obviously be using a puddle of blood at least 1 Liter in volume.)

The Hemomancer's viscous form shudders, reaching a long, surging appendage toward their ally surrounded by enemies. As soon as contact is made, the ally's skin, muscle, and bone slaws off in crimson strips, flowing back toward the central mass before dropping into a nearby puddle of blood. The puddle acts as a translucent window into a shuttering pocket dimension, thumping heart rate matching the pile of flesh that now tends to her patient's wounds.


Exert your Mind and spend an Action or Reaction. This Effect cannot be used unless Amorphous is Active. You must actively and obviously use a puddle of blood at least 1 Liter in volume to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.

You phase out of reality for up to 4 Rounds. During this time, you cannot affect the outside world but may take mental and self-targeting Actions. You cannot move. Nothing can interact with you in any way.

When you phase out, you may bring up to 1 additional target in arm's reach with you. While phased out together, you may interact as if standing in an empty void that extends infinitely in all directions.

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

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the target forcefully dematerialized.

You leave reflections of the Phased targets at your location.

  • If you use this Effect to dodge as a Reaction, it succeeds without the need for a roll. Cannot be used as a Desperate Defense.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

Community Activated Gifts

Exert your Mind and spend a minute. You must use up Candles in order to activate this Effect.

You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.

The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You cannot alter your clothes. A disguise cannot affect your Attributes or other stats.

You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.

  • ‘Appearance’ includes voice, bone structure, skin quality, hair length and color, eye color, muscle tone, flesh texture, and generally anything perceivable about your body.

Use up this Green Dog Treat and spend 15 minutes. Roll 7 dice at Difficulty 6, dice penalties do not apply.

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

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

  • This consumable is destroyed when used and cannot be used again.
  • Unstabilized wounds do not degenerate during treatment.

Exert your Mind and spend an Action.

Your senses are enhanced in the following way. Lasts for three hours.

  • Electroreception: You may detect electromagnetic fields, electric currents, and even neurological activity in a 50 foot radius from yourself at all times. When detecting neurological activity, you learn nothing but the creature's rough size.

  • When you are within 50 feet of range, your electroreception sense is sufficient for aiming.

Nobody likes the sound of bones snapping, let alone watching such a thing happen. Watching someone be forced to contort in painful and unusual ways as their bones rearrange is something no man should see.

Exert your Mind (unless Seeing someone with a Severity 4 or higher injury) and spend an Action.

You transform into The Wendigo for 30 minutes. You have access to all of your Powers while you are The Wendigo, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Brawn is increased by 1. You do not suffer any Stress while transformed.

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

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Watching a man turn into a beast mostly know in legends, hearing his bones snap as they stretch into a new form, its not meant to be observed..

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.

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

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

Exert your Mind and spend 1 minute.

Choose an Object which could fit inside a large luggage bag (up to 75 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.

Roll Dexterity + Crafts to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.

  • The Difficulty for the fabrication roll increases based on specificity. Something like a "shirt" would be Difficulty 5, whereas "Police uniform" would be Difficulty 9. The Outcome determines overall quality and how well the item fits the request.
  • You can fabricate a container of something so long as it contains a single type of thing (such as a tank of water) or it is designed to be packaged together (such as a first aid kit).

Stock Activated Gifts

Exert your Mind and spend an Action.

You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.

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

Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult at Difficulty 6.

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

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

If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Unstabilized wounds do not degenerate during treatment.

Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.

Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.

Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.

  • You may cause a created item to expire at will as a Free Action, destroying the item.

Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.

Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.

Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).

While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.

  • The time reduction on non-Movement Actions applies only to the parts of actions when your personal speed is a factor,: pouring water or smoking a steak are not affected, but constructing a shelter or picking a lock would be. The GM will determine how much the total time is reduced based on how relevant personal speed is to the task.
  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

Exert your Mind and spend a Quick Action.

You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Brawn is increased by 2 and your Dexterity is increased by 2. You do not suffer any Stress while transformed.

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

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

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

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

Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.