Focus. As the needle flies.

1
The power to create a protective barrier.
Used by Autumn Whitlock, Created by therustyy257.
(The target and source of this Effect are obvious to bystanders.You must actively and obviously be using up a bandolier worth of needles.)

Autumn swiftly twists and flicks her wrist, sending twenty needles flying out of her wrist bracelet, masterfully catching them she proceeds to effortlessly twirl them between her thin elegant fingers while her lively eyes scan the immediate surroundings for any incoming blows, as soon as a strike is made she sends a needle flying towards it, hitting it at just the right angle to change the blow's trajectory allowing her to gracefully flutter out of the way.

"Don't wait for an opening, create it yourself - even a small deviation is enough to throw a wrench into most plans, especially when the plan is to strike an already moving target which is quite frankly rather rude to begin with."


Exert your Mind and spend an Action or Reaction to activate. You must use up a bandolier worth of needles in order to activate this Effect. Roll Dexterity + Athletics at Difficulty 6.

If you succeed, you create a Barrier around yourself, which absorbs the next Outcome Damage. The Damage reduction from the Barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. 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. As long as it does not fall, the barrier regenerates back to full strength at the end of each Round of combat.


Community Activated Gifts

Exert your Mind and spend at least two Actions performing the following ritual: With the connection of the Fae Contract, alongside his knowledge of magicks begins to recite words as he summons up a weakened copy of the other side of the fae contractor to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

Summon a single ________ at your location. They will last for an hour, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.

Minions have 4 Body and can make melee range attacks with 5 dice to attack and +1 Damage. Your minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint. They cannot dodge or Defend. They have dog-level intelligence, but are capable of communicating information back to you. Any Perception checks they make are rolled with 8 dice.

Your minions can fly at their normal movement speed.

Exert your Mind and spend an Action to activate.

You automatically detect all demonic entities within 300 feet of you for the next minute. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby and their direction, and you have a clear sense of both the distance and direction towards any detected beings. This information is accurate enough to use for aiming at them, at +1 Difficulty.

Even while this Effect is not active, if any demonic entities come within 300 feet of you, you may roll Perception + Alertness, Difficulty 7 to detect them.

Any demonic entities detected while the 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 300 feet of you.

All demonic entities who you can sense are equally able to sense you.

Exert your Mind and spend three Actions performing the following ritual: Knocks on a mirror twice and says “Mirror Mirror who should I fear”. You must actively and obviously use An object with a reflective surface to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You automatically detect all Those that Have searched for Them and Those that are searching for Them within 1 mile 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.

Even while this Effect is not active, if any Those that Have searched for Them or Those that are searching for Them come within 1 mile of you, you may roll Perception + Alertness, Difficulty 7 to detect them.

Even if there are no Those that Have searched for Them or Those that are searching for Them within 1 mile of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.

You receive A Glimpse of their Face for each being you detect.

This Effect activates whenever Short Fuse procs, or Trevor becomes angry. It does not require an Action or Exertion.

You transform into a red, hulking figure for 3 minutes. You have access to all of your Powers while you are a red, hulking figure, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Brawn is increased by 2. Your Stress is reduced by 2.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -2).

Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.

While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.

If you become Incapacitated or suffer an Injury Severity 4 or greater, you revert from your Alternate form.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • 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 Running away from danger.

You can run at three times your normal movement speed for the next minute.

While running, you may climb, jump, and roll without breaking stride, but you are at 1/2 speed while doing so.

  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

Stock Activated Gifts

Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.

You become disguised in a manner of your choosing. The disguise lasts for two hours, 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 may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.

This Effect ends if you take an Injury or are stunned or incapacitated.

While disguised, you cannot use any Activated or Targeted Powers.

  • While you may alter your outfit's appearance, this does not grant or store equipment.

Exert your Mind and spend an Action.

You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.

  • This includes any objects that come into range during activation.

Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.

As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.

You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.

You are subject to the following effects while gliding or flying:

  • Earthbound: You cannot fly or glide in an atmosphere thin enough to be unbreathable.
  • Weight-Limited: This Effect is suppressed any time you are over-encumbered.

  • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
  • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

Exert your Mind and spend an Action.

Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.

  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.

You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.

When you phase out, you may bring up to 1 additional target in arm's reach with you.

  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.