When the user activates this power the item the shadow of the item they are holding gets absorbed into their own as the item seemingly vanishes into darkness. When grabbing an object from the stash the shadow of the item exits their own and materializes in the user's hand. If the user doesn't replace an item they took their shadow starts deforming as it can't keep it's consistency due to the lack of matter.
Spend a Free Action to activate.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. 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.
When taking the responsibility of a Close Protection Contract, Amarjeet will take any risk, suffer any injury, or endure any pain to see her client safe - up to & including throwing her own life away if needed.
This natural propensity is enhanced by her brain implants, flooding her body with endorphins, dampening nerve response, & even applying direct brain stimulation to "shock" her awake if needed.
This change in brain biochemistry may have unforeseen psychological side effects. Please consult with your Doctor before utilizing prototype cybernetics.
To count as "Under Contract" the target must have an active Binding Oath negotiating a Close Protection Contract with Inderpal & the target must either a) be in close enough proximity for those services to be rendered or b) Inderpal must be attempting to regain such proximity at all costs.
Exert your Mind and spend an Action. This Effect cannot be used unless she is operating under a Close Protection Contract.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
Any dice penalty from Exposure or being stunned, diseased, sleepy, dizzy, sick, distracted, or similar is reduced to zero. Does not affect penalties from Effects you activated.
Possession of this Power grants the following Trauma at all times: No Mercy: Must make a Trauma roll to avoid killing anyone who assaults her clients, even if retreating or helpless.
His nose detects whiffs of foul odour, like rotten meat and stagnant water.
Exert your Mind and spend an Action.
You automatically detect all Undead within 50 feet 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.
Appears as a giant mason jar with "xxx". Certified moonshiner classic.
Use up this mason jar with 3 x's and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
River extends an inhumanly long tongue, often spines, sticky, or tipped with talons. He wraps it around the item and swallows it whole. Later, he can regurgitate it in tact. His has descends / morphs temporarily into a maw to swallow too-large of items.
Spend an Action.
You may withdraw an item from your stash, or add an item that is within 30 feet of you to your stash. You may only stash targets which are not possessed by someone else, and are freestanding and unattached. You may Exert your Mind and spend an Action to stash items in others' possession, but they automatically notice that you stole the item.
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.
Possession of this Power grants the following Battle Scar: weak stomach. Failure regurgitates item.
Possession of this Power grants the following Trauma at all times: Compulsion to eat delicious food.
Bill places his corn on the cob in the ground, and from that cob the beast emerges. The corn shakes rapidly, as though it is going to hatch, before it starts to grow wildly. The cob expands to immense size, cracking down the middle to reveal a mouth full of razor sharp teeth. The husk stretches and reshapes itself, forming a shambling mound of legs and wings. Roots rise from the ground and tangle amongst the husk, contributing to the beast's body and limbs. The head is definitively formed by the cob, while the body is a constantly shifting and difficult to discern pile of roots and husk. Entirely, the beast is around the size of a horse, it's colours no different from the corn it was grown from. The beast is capable of launching its cob head at targets 50 feet away from it, the head quickly regrows afterwards (though, any damages done to the head remain even after the head regrows). When the beast is destroyed, it rots into the ground, its body reduced to an inedible black mold.
Bill discovered this gift the morning after his stay at The Vermillion Manor. While harvesting his freshly grown corn, he attempted to hold more than what he could carry, and accidentally dropped a singular ear of corn. He thought nothing of it, until the corn began to jitter on the dirt unnaturally. He backed away in fear, and watched as the once innocuous corn sprouted into a true monster. A monster that listened to his commands. A monster that belonged to him.
Exert your Mind and spend an Action. You must use up A full corn on the cob, with husk intact in order to activate this Effect.
Summon the one and only Sapient The Corn Beast at your location. They last for two hours or 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.
You may only use this Effect once per day.
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.
Summon up to 3 Non-Sapient, Animate zombie 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 3 minions 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.
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult at Difficulty 6.
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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.
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 Necromancer temporarily assumes the form of their own corpse, complete with maggots, spilled entrails, and exposed bone. They cannot move while transformed, but their empty eye sockets see as well as ever.
Exert your Mind and Spend an Action.
You transform into your own corpse for one minute. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings as normal. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
You may end this Effect prematurely as a Free Action.