Ever get that tingly feeling in the back of your mind? yea.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The twisting walls of the fibreglass labyrinth bend back on themselves in impossible spirals. "How much attention do you really pay to your surroundings?", it asks. "Is this the hallway you just walked down, or was that one turn to your right?". But there is another way of seeing, and where the City traps some, it liberates others. The liminal space is just that; a transitory phase between origin and endpoint.
You've learned to appreciate the journey, not the destination.
With every bite of bone and skin,
Man's temple groaned and swelled again.
For who would slow the city's spread?
It keeps us warm.
It keeps us fed.
Exert your Mind (unless you are Sculpting) and spend an Action. Select a Location within arm's reach. This Effect cannot be used unless the environment is generic enough to be forgettable (hallways, hotel rools, office buildings, etc.). You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of man-made construction materials 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 indefinitely 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 3 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
You may sculpt your walls, domes, or tunnels as you create them, without any additional activation time or cost.
As River runs a finger over their ring and suggests a course of action, the person they’re talking to finds that it sounds like one of the best ideas they’ve ever heard. They might even find themselves wanting to please River, wanting to impress them. Something in River’s brain squirms, happily, wriggling its way in just a little bit farther.
The parasite that’s worked into River’s brain has psychic potential that they’re only barely beginning to understand, but it loves their natural charisma. Tips at the coffee shop have never been better.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. You must actively and obviously use a shiny ring to activate this Effect. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
After spending decades shrouded in cursed magic, the curse has been amplified by the harbingers gift and has infused into Gigglegrins very flesh. Allowing him to slough off his skin in a plume of inconspicuous black magic, and get his own personal kill count recap! Unfortunately those security guards watching the CCTV recordings may not share his enthusiasm about that...
Spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are not currently visible to any sapient beings. You must actively and obviously use a shroud to activate this Effect.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
Instead of physically passing through the air, you are teleported directly to your destination. You may hop to the other side of walls or escape grapples but can travel no farther than 3 feet when doing so.
Possession of this Power grants the following Battle Scar: sensitive skin: You are at a -1 dice penalty while inndirect sunlight.
Possession of this Power grants the following Trauma at all times: "Its Me.": You desire more than anything, to be known, remembered, feared. (You must make a Self Control Roll to avoid revealing, identifying, or otherwise making your presence known.).
She channels her engine of change, into the body of another, and forces their most beautiful form to the surface. But no, it’s wrong, the improvements have yet to be stabilized, so their body has to get worse before it can get better, or it will revert to the boring canvas it once was.
Spend an Action. Select a Living target within arm's reach. You must actively and obviously use a prosthetic limb to activate this Effect. Roll Intellect + Medicine at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
This Gift's Cost is capped at 2 and cannot be increased further.
Your alteration "heals" over the course of the next month, after which it is fully cured.
...
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).
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.
The Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind 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.
You transform into a vampire bat or a wolf until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your 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.
Possession of this Power grants the following Battle Scar: A disfigured face with bat-like ears.
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:
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The ninja does not approve of guns; they prefer using the bow for its stealth and versatility.
You gain the following benefits as long as engaged in combat with wooden longbows.
You receive +2 dice to all rolls using wooden longbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.
You also gain the following effects: