Turns anything Garfield near into a Vantablack Colored Item that has a special adaptive ability.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice.
Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.
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.
When activating this he will be burnt and crushed a bit as he melts into simply a miniature version of the elephants foot, being a blob of moving corium he is able to go through water tight gaps and indeed be moderately radioactive, as he moves about.
Take a Severity-1 Injury and spend an Action to activate.
You transform into blob of Molten Corium for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Damage from standard attacks is halved, but damage from AOE effects is increased by 1. You may spend a Committed Action to reduce one of your Injuries’ Severity by 2, as long as you obtained the Injury while transformed and the separated pieces could reasonably be rejoined.
You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
Can make an attack at melee range while transformed. Roll Body to attack. The target may contest by dodging or Defending. This attack deals +2 damage.
A flash of magnificent, swirling, sputtering gray and black light, and a leap is made impressive by the light coalescing into crow’s wings on Emrick’s back. The light dissipates upon landing.
All Emrick currently wants is to go back to his old life of being a crow. Human bodies are cumbersome, demanding, awkward, and in his eyes, dreadfully incapable on average. He returns to his and his late Mistress’s home after the “poison induced vivid dream” of his first game, recovers, and goes through the learned processes of connecting his body and soul…
Eventually, through trial and error and bruising, Emrick is able to briefly call his old wings.
Exert your Mind and spend an Action to activate. Select a Location which is at most 50 feet away horizontally or 10 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
Eden's pupils look narrower than usual, and they occasionally blink horizontally.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Grebber is just so chill that they can understand and talk to dudes who they don't even speak the language of
You gain the following benefits as long as If they're chill with Grebber.
You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language.
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
The magician places a mirror to reflect a subject and conjures an illusion that perfectly replicates it!
If the illusion is touched, it shatters into a thousand tiny shards of glass.
Exert your Mind and spend two Actions performing the following ritual: place a mirror such that it reflects the subject of your illusion. Select a target within 45 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
a reflection of something else in the area, which can be no larger than a person is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
The time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch 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).
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
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.