Extreme Contortionism Think cirque du soleil but fucked up majorly.

2
The power to change your appearance.
Used by Elanora Hannelore, Created by jestr.
(Anyone who witnesses you activate this Effect is very likely to be disturbed to see the flexing of ligaments past what would normally be considered flexible. )

Bones shift and crack and meld. Joints bend backward. Spine rolls and bends like it belongs to a snake instead of a human. Then, and only then, the change is made.

Whatever the transformation may be, it always looks like it's made of human flesh, of bone, of clearly recognisable skin and nail. That's because it is. Extreme contortionism is not for the faint of heart.


Spend 2 Actions.

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 cannot alter your clothes. A disguise cannot affect your Attributes or other stats.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the flexing of ligaments past what would normally be considered flexible.

This Gift's Cost is capped at 2 and cannot be increased further.

You cannot alter the appearance of your flesh and blood.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

Community Activated Gifts

Expend a point of Battery and spend an Action.

You are obscured in one of the following manners. Lasts 30 minutes.

  • Sight:You are partially obscured from being noticed by sight. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty. Anyone who detects you cannot determine any visual details about you beyond your general shape.

While this Effect is active, any Effect that would obscure you 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.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

Exert your Mind and spend two Actions performing the following ritual: folding and naming each origami construct. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.

Summon up to 3 Non-Sapient, Animate origami constructs at your location. They last for two hours or until they move more than 150 feet from you or 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.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 7 dice to dodge, Grapple, or make unarmed Attacks. Their Attacks are melee range and deal +6 Damage.
  • Body/Mind: Minions have 7 Body. They automatically fail all Mind resistance rolls.
  • Armor: Minions have 6 Armor.
  • Movement: Minions can move 25 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have dog-level intelligence and cannot communicate back to you. They cannot actively use Equipment.
  • Actions: Any Perception checks they make are rolled with 4 dice. They can lift and haul as though they have 6 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

You may only use this Effect once per day.

  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Spend a Quick Action.

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 Cain And Abel 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.

The guardian is a mana symbiote long forgotten by history, almost all knowledge having been lost to the careful work of the Sabisians. The rare few scholars that still hold existing records of these beings believe them to long be extinct, lost to mana wars passed long since and the Sabisian incursion.

While in its docile state, the Guardian appears as a crystalline growth connected directly to its hosts nervous system through the spinal cord, easily being visible to the naked eye underneath the skin, alongside visible patches of mana-crystalline material left in patches above the skin containing it. While in its docile form, the guardian remains in a sort of dormant state, co-existing with its host and feeding off of its body.

During its active phase, the Guardian appears to burst out of body of its host. Despite this appearance, this process is all but a trick of the eyes, in reality being no more than an energy transference as the Guardian takes form, leaving behind no actual wounds on the host's body. The crystalline being seen during its active phase is not in reality the entity's true form, that being the crystaline growth located inside the host. Henceforth, destroying the active entity does little but return it back into its primary shell, where it can recover.

In appearance, during the active phase, the Guardian is a large, several meters tall crystalline biomechanical creature. It is composed of a long lanky crystalline 'spine' flanked by long sharpened shards that it uses to strike at the enemy or otherwise carry out its commands. When out of range, it uses a head-like appendage, which it can seemingly use to see, to fire a directed burst of energy.

The Guardian forms a bond with its host during the symbiotic period, carrying out their commands on its own free will, in exchange, the host provides it safety and nutrition.

Exert your Mind and spend an Action to activate.

Summon a single Guardian 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 6 Body and can make ranged attacks at targets up to 30 feet away 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, and cannot communicate back to you. Any Perception checks they make are rolled with 8 dice.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see The guardian 'tears' itself out of the hosts back.

Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Crystalline-mineral growth around the spine. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

Exert your Mind and spend 1 minute. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult 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.

  • Unstabilized wounds do not degenerate during treatment.

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.

Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.

Summon up to 3 Non-Sapient, Animate zombie 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 3 minions active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make unarmed Attacks. Their Attacks are melee range and deal +3 Damage.
  • Body/Mind: Minions have 7 Body. They automatically fail all Mind resistance rolls.
  • Armor: Minions have 3 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have dog-level intelligence and cannot communicate back to you. They cannot actively use Equipment.
  • Actions: Any Perception checks they make are rolled with 3 dice. They can lift and haul as though they have 4 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

You may end this Effect prematurely as a Free Action.

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Spend a Quick Action.

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 units of water 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 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 may move easily and without a roll in any of the following situations. Lasts 2 hours.

  • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at your normal movespeed.