The guiding hand that knows all things from the Umbral Plane assists Luci, mostly in regards to her aim while altering the actual trajectory of her bullets with what is essentially an aimbot.
You gain the following benefits as long as engaged in combat with Sniper Rifles.
+2 dice to all Sniper Rifles rolls.
You also gain the following effects:
Ringo uses his cells and solidifies them to form a jet black reddish blade-like tendril, wrapping it around his arm and using the high density of the tendril as either a sword or a hammer for combat.
Exert your Mind and spend an Action.
You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a hammer and sword.
Your extra appendage can stretch to reach an additional 30 feet.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see a bladed flesh-like tendril coming out from the back of your shoulder.
Your Extra Appendage is incapable of fine object manipulation.
Mr. Kind shrouds his hands in shadowy tendrils, causing his flesh to dissolve and flow. These tendrils seek nearby objects like static-charged fibers, casting themselves across any surface. They find purchase in the shadows, acting as anchors that allow him to scale even the sheerest walls.
While moving in the mundane world the shadows act as a glamor narrowing the world with subtle influence, passing through any space, crowds of people or congested areas, anyplace the shadow may slip through Kind makes his way. The shroud is imperceptible in those spaces, moving with the dark flowing easily and deftly, shadows are the natural environment of all those under Bathin and his court holds power in any dark space.
Bathin, also known as Bathym, Mathim, or Marthim, is a Duke of Hell, holding the title of Great Duke according to Pseudomonarchia Daemonum. He commands thirty legions of demons and possesses extensive knowledge of the virtues of precious stones and herbs. Bathin has the ability to transport individuals suddenly from one country to another and aids in astral projection, taking individuals wherever they desire to go. He is often depicted as a strong man with the tail of a serpent, riding atop a pale horse.
You gain the following benefits at all times. You must actively and obviously be using Seal of Duke Bathin 18th spirit to gain the benefits of this Effect.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in Shadows and darkness.
He doodles a sketch, one that to him is himself, but can be a symbolic reflection. He can spend as much time on it as he likes, but at minimum, it's enough strokes to imply a face.
The face's eyes will move, and occasionally the head itself will turn. It also is animated for other actions, gazing around the room, yawning, laughing silently or biting it's lip. (It is also animated as it is destroyed, visually dying and leaving a 'drawn corpse' or remains, bleeds and so on.
To access the "recording" he can draw the exact image again and ask it what it saw.
Exert your Mind and spend an Action. Select a Location within 10 feet.
You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. You may have at most 1 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. The presence of the Ward is obvious to anyone being watched by it, and it can be destroyed by mundane means.
You may declare a condition to watch for on an active Ward. If it occurs, you may roll Perception + Alertness, Difficulty 6, to notice it, even if you are not actively monitoring that ward.
Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later.
Taking out a black feather, Celeste recites the incantation, "As Anasae." The feather ignites into purple flame, coalescing into a spectral raven.
Exert your Mind and spend one minute to activate. You must use up Feathers in order to activate this Effect.
Summon a single Raven 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 ranged attacks at targets up to 30 feet away with 4 dice to attack. 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.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustionโs penalty and duration stacks with multiple activations.
Possession of this Power grants the following Trauma at all times: Entomophobia.
Xenomorphs operate in hives made of a resin they produce, mixed up with their saliva fluids. The Queen can be generated in more than one way: from specialized royal facehuggers, or maturing from Praetorians, which in turn can mature from Drones or Warriors; by a process referred as 'molting'. Judging from the condition that any Xenomorphs can potentially 'molt' and grow into a Praetorian and then a Queen, the Xenomorph species is likely all unisexual and reproduces asexually by a process called parthenogenesis: a reproductive method practiced by many species on Earth and other planets.
Exert your Mind (unless you are Sculpting) and spend one minute. Select a Location within arm's reach. You must be in an area abundant with water.
Select one of the following alterations to create out of Digested, hardened Resin 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Vaelith releases saliva from their gaping maw, and their dorsal tube separate and slip, leaking out their own mucal discharge. The process, a disgusting mess of steaming hot viscous liquid and acidic discharge surrounding them, molded by the movement of their body in this fluid as it slowly hardens to it's desired shape.
The priest channels their true faith into a brutal assault on the consciousness of demonic or unholy creatures. By wielding their favored holy symbol, a gilded crucifix, they can put a proper fear of god into them, leaving them cowering at any truly holy things they encounter.
Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Charisma + Occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a phobia of holy things as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
Finally, the girls are fusing the way theyโve wanted to since they began Contracting, three and a half years ago. It took Graceโs left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spiritโs ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spiritโs: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every day. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
You may choose to heal any Battle Scar on yourself that is not caused by an Injury. Recovery takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within arm's reach. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
This Effect is not obvious, and the only sign you are using an Effect is that you keep peeking at the target. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.