One man, many faces. "What if things were different?"

2
The power to change your appearance.
Used by Harry Davis, Created by therustyy257.
(Anyone who witnesses you activate this Effect is very likely to be disturbed to see Turns into smoke. You must actively and obviously be using up Cigarettes.)

Harry pulls out a cigarette, lights up and closes his eyes.

Taking drag after drag he lets his mind wonder, focusing it on the endless possibilities of what could have been, all of his regret and guilt washing over him, enveloping him as he fiddles with his old wedding ring.

As if mimicking this feeling the smoke Harry puffs out lingers around him, only to start enveloping him, covering his every prominent feature until he can no longer be seen behind the vale of smoke.

Soon after someone or something else steps out from the smoke cloud, carrying the same tired regret filled gaze as Harry, stinking of cigarette smoke.


Spend a minute to activate. You must use up Cigarettes in order to activate this Effect.

You become disguised in a manner of your choosing. The disguise lasts for an hour and a half, or you may end it early at will.

The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You cannot alter your clothes. You may add inhuman features to your disguise. A disguise cannot affect your Attributes or other stats.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Turns into smoke.

This Gift's Cost is capped at 2 and cannot be increased further.

  • While you can add inhuman features, they are aesthetic only. Think star trek alien, monstergirl, demon, etc. Does not grant things such as a prehensile tail, an extra damaging brawl attack, improved senses, etc.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

Community Power Gifts

This is the First of Liv's planned grand rituals. It involves summoning and using the effects of a very powerful demon in a ritual to create a beneficial effect.

Those who wish to benefit must make a trauma roll due to the nature of the powerful demon being summoned draining away the emotions from their traumatic experience.

Exert your Mind to activate. Select a Living target within arm's reach. Over the course of one day, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Occult at Difficulty 6.

Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see This creature itself is horrifying, giving an impression of pure malice and cruelty to any that glimpse it. Looking directly at it causes any who do to be momentarily in a nightmare, watching the memories of others who this monster has eaten the trauma of before. They get the correct understanding that feeding it these traumatic moments is giving it more power, and that you know this.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • The treatment time may be broken up into multiple sessions if necessary.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits at all times.

If you would take an Injury that would kill you, you don’t die. Your body disappears and you leave a pile of crystal snow flakes. In order to bring you back, someone must perform a simple ritual using it during a Downtime. You return fully healed of all Injuries.

Possession of this Power grants the following Trauma at all times: greedy.

Exert your Mind and spend 2 Actions. Select a Device within 20 feet. Can be used on Alien technology. You must actively and obviously use Silly little rubber band to activate this Effect. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.

If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.

You may issue a "self-destruct" command that leaves the hacked system's hardware inoperable, even if that machine had no such functionality previously. Only works on Computers.

If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.

Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.

When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.

Your hack cannot be discovered by system administrators or firewall software for a number of hours equal to your Outcome on the initial roll.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see If the device is self destructed, the hardware will begin emitting a multi-coloured boiling goop..

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.

Possession of this Power grants the following Trauma at all times: Must roll Self Control to avoid using this ability on any system which allow another being to be contained, such as cage locks or shipping containers..

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits at all times.

You are permanently and visibly transformed: Odd seamlike tattoos along his arms, upon further inspection the seems are true scar like lines in the skin that mark where the skin can break to allow the fingers to change into the shape of tools or weapons. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1.

Your body is adapted to Escaping from Combat. You receive +3 dice on non-attack rolls related to Escaping from Combat.

Your body provides you with the functionality of Mechanics Tools. If used to attack, these "tools" use the same stats as a small knife.

You may make a +2 Weapon Damage Melee attack without additional equipment.

The Severity of any Injury caused by Acid damage is increased by 2.

  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend an Action to activate. This Effect cannot be used unless The target has to be touched by some form of shadow. and Charisma + Influence Roll (Diff 6) to convince the entity.. Make a Trauma roll when you activate this Effect.

You can interact with things that are within 75 feet without needing to physically touch them or be near them. Lasts for two hours. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Reactions: You cannot use a Reaction telekinetically.
  • Line of Sight: You may use this Effect on targets which are out of sight, provided you have an understanding of their location.
  • Unarmed Combat: You are able to deal damage through unarmed attacks, grapples, and thrown objects. Unarmed Mastery does not apply.
  • Weapons: You are able to effectively wield weapons to Attack, Defend, and Clash with this Effect.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.
  • Levitation: If you are strong enough to lift yourself, you may levitate up to within 75 feet away from the ground. Movement is limited to 5 feet per Round.
  • Multiple Items: You may control 4 total objects at the same time.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Visions of terrible memories that have previously happened..

  • Using this Effect on targets which you cannot see will not give you any descriptive information about their location or surroundings, though you will have a sense of whether or not you are “touching” them, or if they bump into something.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

Stock Power Gifts

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.

  • Unstabilized wounds do not degenerate during treatment.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Spend a Quick Action. You must actively and obviously use a burlap sack to activate this Effect.

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 Objects 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.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. Your target should be intuitively based on the triggering event. This Effect cannot be used unless the target is alive and bleeds.

Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.

You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.

You receive +2 dice to any rolls made against a marked target.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • Marked individuals satisfy the line of sight requirement for targeted Effects.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action.

You may move easily and without a roll in any of the following situations. Lasts 2 hours.

  • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at your normal movespeed.

Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.

You may lock, unlock, and/or open your target.

  • Operating some locking mechanisms through this Effect may have a secondary effect, such as a turn-key ignition on an older or cheaper car causing it to start or stop. Note that the locking mechanism itself must satisfy the standard targeting requirements (including line of sight), not just the vehicle.
  • Any mechanism that requires a key, keycard, key fob, or combination may be considered locked, at the GM's discretion. This Effect may be used on doors and containers secured with control panels or other electronic locks, but not computer security systems at large.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.