Sally extends her hand out into the thin air, where the spirit lies in wait. The horrid little creature that she once assumed to be an amalgamation of intrusive thoughts and her own subconscious, stabs it’s little fangs into her, and begins to grow from the blood, drawing in nearby dirt and earth until it is a bloody clay, and once it is full it dries into flesh. For many years the spirit has demanded that it be fed blood, and now it finally gets what it wants.
Take a Severity-1 Injury and spend an Action to activate.
Summon a single Brown Jenkins 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.
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 3 dice.
You may only use this Effect once per day.
Become the center of attention, where every word and gesture demands an audience.
While each actor is the lead of their own stage, to command the spotlight is to call attention to those not on your podium.
It is to be the center of attention, to receive an audience of those who otherwise would not look in your direction, preoccupied with their own scripts and narratives.
What would you do, I wonder, if such a power was lent to you?
Only time will tell.
You gain the following benefits at all times.
Your Charisma rating is increased by 2. 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 user of this gift will hold their hand out to a spirit under their control and their shadow will pass this mark onto the spirit in a seemingly painful display for the spirit as it screams in what could be equated to agony.
Spend an Action. Select a target within arm's reach. This Effect cannot be used unless on a spirit under the user's control.
Your target is marked with a purple hued mark in a circular shape that seems to wriggle ever so slightly until it is removed or until you choose to end the Effect. Your mark can be discovered if the target is inspected visually. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. You can have up to 3 marks active.
You may activate another Effect through your Mark as though you were standing at its location. This destroys the Mark.
This Gift's Cost is capped at 2 and cannot be increased further.
Holden conjures a vision of any object he touches. He recieves information on where it was made, where it has been, and who has held it.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
Faint green bolts of energy whizz around your head as much more pronounced bolts of energy surround your target, crackling like an unstable electric current.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Possession of this Power grants the following Trauma at all times: Anti-Social.
Between six and seven feet tall, its body a blend of raw reptilian power and primal intelligence. Thick, scaled limbs support a forward-leaning frame. Its skin is mottled grey, olive, and dark rust, colours that blend seamlessly into rocky or jungle terrain, with large, rugged scales that form natural plating along the shoulders, spine, and tail. The head is long and angular, with a wide jawline packed with serrated teeth and a flickering black tongue that tastes the air. Its eyes, golden and slit-pupiled, radiate a slow, calculating awareness. Long, clawed fingers suggest both tool use and combat capability, while a thick, muscular tail balances its gait.
Between six and seven feet tall, its body a blend of raw reptilian power and primal intelligence. Thick, scaled limbs support a forward-leaning frame. Its skin is mottled grey, olive, and dark rust, colours that blend seamlessly into rocky or jungle terrain, with large, rugged scales that form natural plating along the shoulders, spine, and tail. The head is long and angular, with a wide jawline packed with serrated teeth and a flickering black tongue that tastes the air. Its eyes, golden and slit-pupiled, radiate a slow, calculating awareness. Long, clawed fingers suggest both tool use and combat capability, while a thick, muscular tail balances its gait.
Internally, its biology is built for endurance and sudden bursts of violence. A dual-lung system allows for high-efficiency oxygen exchange, enabling it to remain still for hours before erupting into explosive movement. Its heart, larger and more muscular than a human’s, beats slowly but forcefully, circulating a dense, copper-rich blood that resists infection and carries oxygen through its heavy musculature. Beneath its jaw and along the lower jawline lie venom glands that secrete a coagulant, inhibiting toxin, not injected, but smeared into wounds as its teeth rip and tear, causing slow, unstoppable bleeding. Its stomach is a high-acidity organ, capable of dissolving bone and carrion alike, while a second, smaller “crop” pouch stores food for slow digestion during lean periods.
You gain the following benefits at all times.
You are permanently and visibly transformed: High Reptilian. You are considered to be a Sapient, Living Creature when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, your Perception is increased by 1, and your Charisma is increased by 1.
You may make a +2 Weapon Damage Melee Claws attack without additional equipment.
Possession of this Power grants the following Battle Scar: Reptilian.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
The Severity of any Injury caused by Cold is increased by 2.
The magician places a mirror to reflect a subject and conjures an illusion that perfectly replicates it!
If the illusion is touched, it shatters into a thousand tiny shards of glass.
Exert your Mind and spend two Actions performing the following ritual: place a mirror such that it reflects the subject of your illusion. Select a target within 45 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
a reflection of something else in the area, which can be no larger than a person is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
The doctor heals severe injuries in minutes using only standard medical supplies. Lacerations seal under the needle and thread, and reset bones can be used shortly after.
However, for the treatment to last, the patient must adhere to any aftercare regimen the doctor requires. Those who violate the doctor's orders suffer their injuries anew.
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.
The beastmaster shouts, and their human voice cracks into a deep, bestial roar. Their body swells with muscle, clothes melting into a thick pelt of fur. Seconds later the beastmaster is gone. Standing in their place is a massive grizzly bear.
However, even in human form the beast within remains close to the surface, and the beastmaster finds highly civilized social situations unbearable.
Exert your Mind and spend an Action.
You transform into a brown bear 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.
Possession of this Power grants the following Trauma at all times: Intolerance for society. When you are in a situation with strict social protocols (like a trial or a formal dinner) roll Self-Control not to enter a flight or fight response.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects: