Hello, Horatio! “Good kitty!”

2
The power to summon a minion which can fight and act on your behalf.
Used by Grace Cyanide, Created by lumiq.
(When activating this Effect, it is obvious that you are creating a minion in some way. You must actively and obviously be using A ball of yarn.)

Grace begins calling a cat and waving a ball of yarn. Obedience’s old kitty, Horatio, appears as a ghostly form covered in soot which trails behind him in wisps as he pads out from under a chair, in a closet, out of a trash can... Horatio was loyal to the end, and will "die" over and over again fighting for his girls, and fighting ferociously. Their bond is also strong enough to take the way Obedience could understand her cat in life a step further, so that they can understand each other clearly.

Horatio usually resides in Grace’s mindscape, along with the rest of the menagerie, unless Grace is in a place private enough that he can come out and play.

While Obedience's life force was tied to the tree, bitter as the bark and as slow to progress, Horatio was hidden from her; she was too unfamiliar and for awhile, taken to anger. But he never went far, watching over her out of even her sight... the most loyal of cats, our beloved Horatio.


Exert your Mind and spend at least two Actions performing the following ritual: Grace walks around waving her ball of yarn calling out for Horatio and inspecting places he could come out from. to activate. You must actively and obviously use A ball of yarn to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

Summon a single Horatio 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.

Your minion is able to Stealth with a 8-dice pool.


Community Activated Gifts

Exert your Mind and spend a Quick Action.

You transform into a magical girl for 30 minutes. You have access to all of your Powers while you are a magical girl, 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 Dexterity is increased by 2. Your Stress is reduced by 2.

While transformed, instead of your normal clothes and equipment, you are equipped with: Reinforced Clothing (pink Dress and silver helmet) and Sparkleshot

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind (unless you win a coin flip) and spend 1 minute to activate. You must use up Something Of Equal Weight in order to activate this Effect.

Choose an Object which could fit inside a messenger bag (up to 10 liters). It cannot be Alien and must be relatively basic. You cannot create explosives. You may create firearms.

Roll Intellect + Technology to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Created item lasts 1 hour.

You may keep up to three fabricated objects at a time that do not expire after an hour.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see The way it fabricates is unnatural causing nanites in his hands to force them open suck the object in and rearranging the molecular structure to turn the item into what he needs then pushing the item out and cauterizing the wound causing his burns.

Possession of this Power grants the following Battle Scar: Major Burn Scars on Hands.

  • If you want to make a new object which doesn't expire and you already have 3, you must choose one of those three and let it expire. You can still fabricate temporary items when you are maxed out on permanent ones.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • You can fabricate a container of something so long as it contains a single type of thing (such as a tank of water) or it is designed to be packaged together (such as a first aid kit).
  • For setting the difficulty for the fabrication roll, something like a "shirt" would be difficulty 5, whereas "Police uniform" would be difficulty 9. The Outcome determines overall quality and how well the item fits the request.

Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: pull your hat over your eyes and wiggle your fingers in front of your face chanting “hat of the magus reveal the magic to me!”. You must actively and obviously use cone-shaped hat with stars and moons to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You automatically detect all magical beings within 300 feet 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.

  • This Effect does not satisfy the line of sight targeting requirement for other Effects.

On protective measures:
Quick decisions save lives, and Zephyren's decision is to panic and flitter around like a bird with clipped wings. It's not that noticeable but people can probably see it if they look hard enough. It varies in effectiveness each time, and he's not happy being put into such a turbulent state of inertia, but what can he do about it? This is all just to survive. Can't fulfill his promises to himself if he's dead.

On fevers:
Zephyren always feels like he has a fever whenever he gets anxious - his face heats up to the point even he can feel it, and he knows that his face must be incredibly red. It feels like he's in a dream, a trance, he's not really in control of himself, but he sees everything happening and it's all incredibly overwhelming.

On inertia:
Is it because he recently learned of this term, or is it because a phoenix's cycle is in perpetual motion? Is this a manifestation of that? He doesn't like this one bit.

Exert your Mind and spend an Action. Roll Perception + Occult at Difficulty 6.

If you succeed, you create a barrier around yourself, which absorbs the next Outcome +4 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.

The barrier will fall after two hours, 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.

  • Effects which circumvent Armor completely also circumvent your barrier.

Exert your Mind (unless you win a coin flip) and spend an Action. This Effect cannot be used unless it will only activate if someone is suffer a major wound or severity.

Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.

While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

  • 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 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 time reduction on non-Movement Actions applies only to the parts of actions when your personal speed is a factor,: pouring water or smoking a steak are not affected, but constructing a shelter or picking a lock would be. The GM will determine how much the total time is reduced based on how relevant personal speed is to the task.
  • 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.

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.

  • If a character is inside of you when you revert to your original form, you take a Severity-5 Injury when they burst from your innards as you shrink.
  • You cannot move in any way the object wouldn't normally be able to move. If you are a feather duster, you cannot float around, etc.

Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief 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.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

Exert your Mind and spend a Quick Action.

You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, 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 and your Dexterity is increased by 2. You do not suffer any Stress while transformed.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).

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.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

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

Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.