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 three 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.. 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.
Daisy holds onto their head and enters a state of consciousness where her mind floods with possible path instances. While she cannot change the future, nor the past, she can temporarily relief herself from the present by attempting to access the best possible chance of fate of which she can go unnoticed.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: To the outside observer, Daisy holds onto their head and their eyes flicker and roll back, as their mind seemingly dims phases in and out of the present; like echos of the past and future, on multipl instances of fate and chance, before it is returned back to her current state. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You and everything you are carrying is obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
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.
Take a Severity-1 Injury and spend an Action. You must use up a corpse in order to activate this Effect.
Summon a single zombie 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.
when in the pitch black darkness, his eyes glow yellow as his eyes change into weird shapes, and he is able to see in the dark as well as seeing far distances
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
The light around Freya is bent to obscure her shape, making her blend into the background of where she might be.
It is most effective against complex backgrounds.
Exert your Mind and spend an Action.
You and everything you are carrying is obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
You may turn this Effect on and off at will during its duration.
Two crows with red eyes. Sometimes accompanied by a third, with eyes darker than night. All three leave trail of dissipating darkness.
The centres dims down (or grows brighter) when ravens are released.
Exert your Mind and spend an Action.
Summon up to 3 Sapient Crows at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. This Artifact may have at most 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
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: Huginn, Muninn and Ginnungagap: Three crows tell you all they know. You cannot concentrate as long as there is more than one of them. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
The beastmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and glow red like a dog's. While in this heightened state, they may sense heat signatures and triangulate the tiniest sound.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
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.
The "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
Expend a point of Battery and spend an Action.
You automatically detect all people wielding weapons 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.
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 Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying: