"The tendril like tattoos started move erratic and slowly dispatched themselves from Wevill's body,in a mix of blood,black ink,and salt water,surges a black and blue octopus,that immediately climbed Wevill shoulders takeing watch ready to serve its captain."
"Welp meet my second in command,when I'm not around HE is in charge of my ship."
"The octopus waved at the team."
Increase your sacrificial Injury's Severity by 1 and spend an Action.
Summon the one and only Sapient azure,the octopus at your location. They last until they are destroyed They are controlled by you. You may have at most one minion active at a time.
If killed, you cannot re-summon your minion until after your next Contract.
Possession of this Power grants the following Battle Scar: facial disfigurement -1 to social rolls/ may face is riddle with eerie dark tendril tattos that almost look alive..
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The Werecats powerful legs are capable of launching it across long distances and allowing it to land with relative ease and grace. In the case that they are in their human form, their legs briefly shift into those of the Werecat form, allowing them to access their incredible leaping abilities.
Exert your Mind (unless Alternate Form) and spend an Action to activate. Select a Location which is at most 25 feet away horizontally or 5 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.
LT. Renzo Corsetti presses the target in a very soft friendly manner beguiling them with well place words and spoken traps leading to the target revealing more then they intend and spilling the beans on there internal struggles.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. At the end of your investigation, roll Perception + Investigation 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 in a frustrating dialogue with user and made publicly available.
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. This Effect cannot be used unless you drink blood directly from a human until it injures them. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Brawn + Alertness at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4. Armor is fully effective against this damage.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the souls of those killed by previous blasts scream and wail about how torturous their death was.
Upon activation Feather turns into a large Bald Eagle and flies up into the sky
Exert your Mind (unless you win a coin flip) and spend an Action to activate. This Effect cannot be used unless When Believed to be in Danger.
You may levitate off the ground at three times your normal walking speed. The effect lasts for the next minute, though you may choose to end it at will.
With some life energy provided by the Doctor, he can cause damaged tissue to reform or reattach, restoring functionality to otherwise unhealable wounds. The doctor must maintain physical contact with the patient, guiding necromatic energies into their body to precisely stitch together the injured area.
The latest manuscript described blood sorcery and necromantic methods of reanimating flesh and spirits. At first appalled by the horrible methods, the Doctor applied their knowledge of modern medicine, minimizing the drawbacks and streamlining the healing processes. Now with a rudimentary understanding of occult practice, the Doctor is able to apply this Black Medicine to treat patients, and have expanded their understanding of the human condition, and the pieces that animate it.
Exert your Mind and spend an hour. Select a Living target within arm's reach. Select up to four Battle Scars on your target to treat.
The treated Battle Scars heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
You cannot re-attempt to treat the same Battle Scar more than once a month. Your patient is required to not sprint for the next month. If they violate this rule, your treatment is immediately reversed.
You may choose to spend an Action activating this Effect instead of the normal cast time. If you do, the Battle Scar only remains healed for one day, after which it reverts to its original state.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store units of water in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The Vampire is able to turn one of their victims into a lesser vampire, a pale shadow of a full creature of the night but useful nonetheless. Having drained and killed their target, the Vampire performs a brief ritualistic bloodletting, wherein they spill their own blood into the target's mouth, forcing them to drink, and bonding them together as child and sire.
Shortly afterwards, the fledgling vampire will rise from death, hungry for blood and eager to serve.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion. The raised creature must consume flesh every day or it will die again.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.