If Kevin finds someone who he beleives is a true friend he will share with them a homemade bracelet with them telling them as long as they have this he will be beside them. When they grip the bracelet and call out for Kevins help his original character will appear from a rift in space which through for a moment you can see Ponyland.
Exert your Mind and spend at least two Actions performing the following ritual: Grip the bracelet and say "Kevin I need your help." to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single Kevin 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, and cannot communicate back to you. Any Perception checks they make are rolled with 3 dice.
When the player returns a feline claw clap to the Earth, a sleek, slender , smokey colored cat with piercing green eyes, and a clipped ear will manifest in a haze of smoke nearby.
Exert your Mind and spend one minute.
Summon a single __cat______ at your location. They will last 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.
You may only use this Effect once per day.
Her hair being whipped around akin to a hurricane, water droplets form around Brooke and coalesce around her body, encompassing her. The water buckles and glows, then finally spreads out to release Brooke as it swirls around her, glowing eyes and whiskers forming from the water. The Lake Lord has awoken.
The Lake Lord is a spirit. It is bound to its lake, but it learned how to split off fragments and send them far away, then reabsorb them when they return. After a terrible accident renders the Puddlings unable to return to the main body to join the whole, Brooke must take up the task of finding and returning them all so that the Lake Lord may become whole again.
The Lake Lord counts as a Construct, being both Sapient and Non-Living. The Puddlings, being lesser in mind than their larger form, count as Animate Non-Living Creatures.
Increase your sacrificial Injury's Severity by 1 and spend an Action.
Summon the one and only Sapient Lake Lord at your location. They last until they are destroyed They are controlled by you. You may have at most one minion active at a time.
You may end this Effect prematurely as a Free Action.
If killed, you cannot re-summon your minion until after your next Contract.
Possession of this Power grants the following Trauma at all times: Conduit - Your minion may only be understood by you, not by anyone else unless they have a Commune power targeting Sapient beings. Additionally, whenever your minion takes a severity 3 or higher injury, roll Mind at difficulty 8. On a failure, take one mind damage.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Temperance clutches the Mask to his chest as a small flame flickers behind it, growing larger until the mask itself begins to grow and begin to hover in the air in front of him as a wisp is reborn
by combining his latent abilities with those of Neo-GENIS, Temperance is able to temporarily return life to what was once lost.
Exert your Mind and spend an Action. You must use up carved mask in order to activate this Effect.
Summon a single Non-Sapient, Animate Greater Wisp 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 one active at a time.
Kevins Friends call to him and ask him for his support. He steps from a portal behind them and lifts them up on his back and they ride him as he gallops forward bringing his friends to safety.
Exert your Mind and spend an Action. This Effect cannot be used unless This power can only to flee from danger.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is tripled.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Compulsion to be Heroic (helping the innocent and friends even to your detriment). If they lose possession of this Artifact, the Trauma heals over the course of the next day.
The Claw of Akhekh creates a sort of burrow within its Wielders body, allowing them to withdraw it inside of themselves in order to hide it. This hole can be expanded by the magical nature of the claw, as its living metal continually reinforces the body of the Wielder.
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 1 things at a time.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
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 units of water 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.
The Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
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.
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 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.
The Ninja is a master at blending in to any crowd or organization. If they can find complete privacy, they may channel their ninjutsu to temporarily create the illusion of any outfit or uniform they desire. The new clothes shimmer into existence over their existing garb over the course of a minute of meditation.
Exert your Mind and spend a minute.
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 must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. 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.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
You cannot alter the appearance of your flesh and blood.