The necromancer places his hands on the corpse, mumbles something under his breath, then a transparent figure can be seen slowly being dragged to the body of the deceased.
Exert your Mind (unless you win a coin flip) and spend an Action to activate. Select a Dead target within arm's reach that has died within the last month.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for the next day or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have all their Abilities set to 0. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the transparent, screaming soul of the deceased entering the corpse.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Penalty ever exceeds 5.
Three’s bacteria is capable of effecting brain function of a creature, making the creature follow their commands.
Exert your Mind and spend an Action. Select a Creature within arm's reach.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
Sapient targets can resist by rolling Mind at Difficulty 6.
....
You gain the following benefits at all times.
You are permanently and visibly transformed: Winter Wolf. You are considered to be a Sapient, Living being when targeted. Your Perception is increased by 1.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
You no longer age naturally, and supernatural attempts to age you fail.
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 are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
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.
Your eyes seem to magically glow for everyone. Your ability to see is unbound by any means, and while awake it's almost impossible to be surprised.
You gain the following benefits as long as you have your Eyes clearly glow blue.
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).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
After being pricked by a few aliens, Rudy was able to start communicating in languages he barely understood. The Spanish lessons in 7th grade started paying off and he found himself understanding even the strangest dialects mannerisms.
He began to use this power to broaden is Foster Home, taking in Children of any decent and making sure they have a chance in the system.
You gain the following benefits at all times.
You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language.
Possession of this Power grants the following Trauma at all times: Animal Lover: Must roll self control to harm an Animal.
The mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon 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 minion active at a time.
The creature's claws rip through the poor, defenseless doctor's coat, opening deep gashes in their gut. It bares its fangs to lunge for the killing blow, but the doctor looks up at the attacker. Their eyes filed not with utter terror at their imminent demise, only a look of disappointment and pity. Touched, the monster hesitates. . .
This Effect activates whenever you receive a Severity 2 or higher Injury from an attack. It does not require an Action or Exertion. Select a Living target within 45 feet. Your target should be intuitively based on the triggering event. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by remorse for hurting such a pure soul. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
The magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.
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 may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. 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.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival at Difficulty 6.
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.