Randal is a strong and durable bloke, supernaturally so. He will continue to fight no matter how hard you beat him.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
While Incapacitated, you may Exert your Mind to take a single action.
Stress from Injuries acts as a dice bonus instead of penalty.
If you die, you may continue to act as though you were not dead for 3 Rounds.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
womp womp. luke's a fucking horse cryptid now.
Exert your Mind and spend a Quick Action.
You transform into Tikbalang for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
While transformed, you may speak and use any Influence or Communication Powers you posses.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
You are adapted to sound, both taking in and emitting. Your large, round ears are able to pick up on things more people can't.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Possession of this Power grants the following Trauma at all times: Fear of Loud Noises.
Fexts are incredibly durable and resist all forms of attack except those caused by glass
You gain the following benefits at all times.
You have 2 Armor, which reduces incoming damage from all sources of physical attack except Glass. Armor from multiple sources does not stack.
You may Exert your Mind and spend an Action or Reaction to double your armor rating for the Round.
The kamaitachi that surrounds him has changed his body and shares its mind and memories Ricter, giving him alluring ice-blue slitted eyes, small pointed fangs, and a long black-colored tail covered in fur. Slowly turning him into one of them.
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A yokai spirit of the wind has attached itself to him and has begun changing him for his survival, giving him sharpened teeth, perceptive eyes, a tail for balance, and sharing some of their knowledge with him in brief flashbacks. With their two minds almost meshing it makes processing information easier, and identifying things simpler, especially since the Kamaitachi has delt with humans a lot in the past.
You gain the following benefits at all times.
You are permanently and visibly transformed: Kamaitachi. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1, your Perception is increased by 1, and your Charisma is increased by 1.
You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)
Vita doesn’t know who leaves the notes. Or who’s filling her bag when she’s not looking. One moment she’s patting her pockets in frustration, the next she’s elbow-deep in her backpack, muttering something like “Where’d I put that grappling hook?”—and then it’s just there.
Wrapped up with a sticky note in pastel ink, maybe a doodle of a smiling beast, or a scrawled message like “You’ve got this! (Don't forget to hydrate!)”
Whatever mysterious creature or Fey trickster is behind this, they clearly adore her. And they have excellent timing.
Vita stops mid-action and dives into her tattered bag like she’s reaching into a cupboard. As she rummages, the bag gives off a gentle pulse—like a heartbeat made of glitter. A faint whiff of lavender or old moss drifts out. Then she yanks out the exact thing she needs: a crowbar, a thermos, a coil of rope, perfectly sized and freshly made.
Taped to it is a colorful note. Something silly. Something personal. Something unnervingly specific.
This isn't a spell. It isn’t a trick Vita learned. It’s something that just… started happening. Maybe it’s because of Bapha. Maybe it’s all the strange creatures she’s helped and all the pacts she didn’t realize she made. But now, when she needs something—really needs it—her bag becomes a little door to somewhere else.
Not just to the object, but to the intent behind it.
It’s not just gear—it’s kindness made tangible. A gift of utility from something watching her journey closely, tucked between worlds. She keeps the notes. She folds them, presses them flat, and stores them in an old mint tin.
They’re proof she’s not alone. Even when she’s rummaging in the dark.
Exert your Mind and spend 1 minute. You must actively and obviously use a bag that can hold this object to activate this Effect.
Choose an Object 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 Dexterity + Thievery 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.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
The mystic can meld their aura with another, allowing them to superimpose their being, physical and mental, into a target. Observers witness the mystic fading and entering their target's body as wisps of smoke, leaving no trace of their own body behind.
While inside, they can control their target's actions. Affected targets have no memory of the experience.
Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a Living or Sapient target within arm's reach. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for the Contested Outcome in minutes. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.
You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The psychic can glean various important details about a person simply by engaging in a short conversation with them.
Spend one minute. Select a Sapient target within 20 feet. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is spoken aloud in conversation and made publicly available.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.