Oz brings the cigarette to his lips and taps the ash off its end with a casual flick, as if entirely unaware of the grotesque transformation about to unfold. A single flake of ash drifts downward—slow, serene, unaffected by gravity's urgency or the surrounding chaos. It hovers and twists lazily in the air, utterly unbothered by the screams, blood, or tension nearby.
Then, where that speck of ash touches the earth, flesh begins to grow—slow and deliberate at first, like muscle stretching beneath skin. Faces—flattened, stretched, and locked in silent torment begin to rise, pressed like frescoes against the ever-thickening mass. The wall expands outward in a straight line, up to 40 feet long and 10 feet high, forming a solid slab of compacted skin, muscle, bone, and cursed soul-matter. It’s flat enough to walk across... for the most part -- though the sensation underfoot is sickening.
Observers feel the air grow heavier, the world slightly wrong—like Hell has blinked into their reality for just a moment. And all the while, that first ashflake drifts to rest... as though it had nothing to do with any of this.
Oz didn’t learn this from a wizard’s tome or a back-alley occultist. He learned it from a creature that most would’ve overlooked—a frail, withered thing, ancient beyond comprehension but hollowed out by time. It wasn’t terrifying when Oz found it. It was hiding. Hunted by a third-rate monster hunter with more bravado than brains.
The thing could barely stand. Its claws were chipped, its eyes sunken and dull. But when Oz saw the hunter raise their weapon, something in him rebelled. Maybe it was pity. Maybe curiosity. Maybe a whisper of something older.
In gratitude, the creature offered him a secret—a technique older than most names, passed down not to preserve power, but to be rid of it. A method born in the Fifth Circle of Hell, back when Wrath still had shape and weight.
The technique hinges on equivalence: a tiny, forgotten thing—a piece of ash—can be traded, momentarily, for something vast and wrathful and real. The ash is a symbol. Burned, spent, weightless. Exactly the opposite of what it summons. That’s the balance. That’s the key.
The wall doesn't scream, but it wants to.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must actively and obviously use Cigarrettes to activate this Effect.
Select one of the following alterations to create out of Human flesh, skin and faces, dense as a wall of concrete. originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts three hours but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a literal wall of corpses and suffering souls..
Kitty can open zir mind to 'hunt' for signs of the supernatural.
Exert your Mind and spend one minute. This Effect cannot be used unless it lasts for only 1 minute. You must actively and obviously use a prism to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You automatically detect all supernatural beings within 100 miles of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
Any supernatural beings detected while this Effect is active are “marked”. You will continue to detect them until the Effect ends, no matter how far away they move. You will also continue to detect them after the Effect ends, so long as they remain within 100 miles of you.
You learn basic information about why each detected being is being detected. For example, if you detect Criminals, you may learn how many crimes they have committed and what type.
You receive a recognisable aura signature for each being you detect.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see a great discomfort to all observers.
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.
You may only use this Effect once per day.
It sounds like joints cracking as if he's cracking his knuckles.
You gain the following benefits as long as you have your A tattoo on his ass.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
After smoking so many various kinds of substances, she has achieved a constant Trance State in which she is constantly feeling very light- light enough where the world moves quickly around her and she feels like she can fly. Even though she can't quite yet, she is still light on her feet.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
Charles stares at the target, slowly, carefully manipulating his telekinesis into a small thread that slowly infiltrates into the targets brain. Using his telekinesis thread to navigate through the brain then slowly intercept the electrical signal, it starts to stimulate the memory portion of the brain then absorbs the electrical signals. Stealing the signal and allowing Charles to read and understand the signal.
Exert your Mind and spend an Action. Select a Living, Animate target within arm's reach. This Effect cannot be used unless Telekinesis is activated. You must maintain Concentration while the effect is active. Roll Perception + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question you ask and memory you replay takes a single Round to read.
This Effect is not obvious, and the only sign you are using an Effect is a stare at the target. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival 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 revealed by illuminating the trail in a glowing light and made publicly available.
You cannot investigate the same target more than once per day.
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
The doctor heals severe injuries in minutes using only standard medical supplies. Lacerations seal under the needle and thread, and reset bones can be used shortly after.
However, for the treatment to last, the patient must adhere to any aftercare regimen the doctor requires. Those who violate the doctor's orders suffer their injuries anew.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use basic medical supplies to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
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. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.