His eyes grow sharper, his body more and more responsive to all his actions, resulting in this transformation. Jason, the same but different.
You gain the following benefits at all times.
You are permanently and visibly transformed: Sharper, slit like eyes, and a denser muscular structure. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1, your Perception is increased by 1, and your Charisma is increased by 1.
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
The Severity of any Injury caused by Fire is increased by 2.
Edith whistles sharply with her missing fingers that briefly appear as ethereal phantoms. Suddenly, a Bernedoodle appears by her side. His coat is a muddy brown and white. He wears a jingiling collar around his neck, with a name tag reading "Jupiter".
His eyes glow a gentle green and little wisps of foxfire dance around between the curls in his fur. When he tries to communicate, ghostly hands that mimic Edith's own materialize in front of him, signing in perfect pacific northwestern ASL.
Artemis has awakened a latent power in Jupiter. The Fates had already decided these two would be together for their entire lives, and she could sense the hound's desire to help his mother. He is under her personal protection, having earned her respect for his dedication to Edith, and as such, when he is summoned, death is only a temporary set back.
On "death" his powers wane and one of Artemis' nymphs whisks the little hunter back home, no worse for wear.
If the two are separated he disappears back home as well, since Jupiter's power is founded on their relationship, it cannot be sustained without his beloved mother present.
Exert your Mind and spend an Action.
Summon the one and only Sapient Jupiter, the Hunting Dog at your location. They last until they move more than 150 feet from you or 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: Missing Fingers (non dominant hand).
turn to smoke
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Increase your sacrificial Injury's Severity by 1 and spend an Action. 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.
Summon a single Non-Sapient, Animate Parrot at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one active at a time.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
To prepare her loyal minion for the eventual transformation that will come in time, she has blessed him with one of the many gifts that will come with being a werewolf. To better prepare him for what will happen and have the more finesse edge of control.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Vel reaches into the air and winds a spectral key against the back back of a toy, or similarly human representing golem. The toy animates and grows in size to a friendly helper of Vel.
If there is no toy, starting the process as if there were one will slowly make a basic enlarged teddy bear.
This artifact relies on the cultural idea of toys, and the cultural idea of wind up toys, especially in the minds of children. The basic idea of these wind up toys is that you wind them up, then let them go and they move around doing toy things, seeming almost alive. This artifact takes that idea, and merges it with a few other ideas of ways to create useful servants to make an artifact capable of making a useful friendly minion.
Specifically it creates the unique minion Mr. Bear who animates a toy of Vel's choosing
The ritual to create this artifact relies on a ritual involving
- A variety of children's toys which are popular in the shared imagination
- A collection of stories and myths about the Hebrew golumn
- Mary Shelly's frankenstein
- Carefully shaping the pattern of a wind up key while reading various relevant parts of these stories
Exert your Mind and spend an Action.
Summon the one and only Sapient Animate Teddy bear at your location. They last until they move more than 150 feet from you or 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.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
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.
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors: