The eye of the locket shimmers as this effect is employed, & ghosts, either through whispers or fleeting glimpses, will direct the wielder to find those on the thresh hold of death or beyond it.
Exert your Mind and spend an Action. Make a Trauma roll when you activate this Effect.
You automatically detect all ghosts and creatures with unstabilized wounds 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.
Even while this Effect is not active, if any ghosts or creatures with unstabilized wounds come within 300 feet of you, you may roll Perception + Alertness, Difficulty 7 to detect them.
A talking black cat with little white dots on his head when flying he sprouts wings from his back and little horns
Increase your sacrificial Injury's Severity by 1 and spend an Action.
Summon the one and only Sapient demon cat at your location. They last until they are destroyed They are controlled by you. You may have at most one minion active at a time.
If killed, you cannot re-summon your minion until after your next Contract.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The birdmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and flash yellow.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
Hold out your talisman and speak a brief prayer to inari light surounds you and a small pool of wheat forms beneneath your feet. It disappears after the spell has been cast.
Exert your Mind and spend a minute. You must actively and obviously use divine talisman 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 cannot alter your clothes. A disguise cannot affect your Attributes or other stats.
Momma Ettu can verbally summon a 'Bogeyman' by verbally implying one is present and a danger, through story or statement like 'There's a bogeyman in these woods' or 'Ive heard bogeyman... " Etc.
Immediately after, a bogeyman imp-like creature will appear from somewhere out of sight (behind a tree, or around a corner or something when possible, but directly behind them if no other options are available within 15 feet or so). They follow Ettu's lore given during the summons, although she can always change the story. They will always attempt to approach stealthed, and hunt as a predator would- lunging when the target is distracted, when they're spotted, or when they manage to get close enough to catch the target unaware- where they will promptly lunge at the targets throat or chest area.
https://imgur.com/gallery/S9qdw2L
Bogeyman are notorious for being able to find you, no matter how far you run. (They can attempt to track people, somehow, despite lack of obvious eyes)
She was inbued and taught to control and invoke existing spirits by her family as a child. She works with bogeymen because not only are they vicious, but every moment they're under her control, is a moment they're not hunting children to eat.
Exert your Mind and spend an Action. This Effect cannot be used unless Someone must be around to hear her imply that bogeymen are here, and someone deserves it.
Summon the one and only Sapient A Bogeyman at your location. They last until they are destroyed They are controlled by you. You may have at most one minion active at a time.
If killed, you cannot re-summon your minion until after your next Contract.
Brioche eats some meat and beefs himself up, becoming visibly swole af. His altered appearance will begin to fade once the barrier falls, but will not fully go away until the next day.
Exert your Mind and Spend an Action to activate. You must use up a piece of meat in order to activate this Effect. Roll Charisma + Crafts at Difficulty 6.
If you succeed, you create a Barrier around yourself, which absorbs the next Outcome + 2 Damage. The Damage reduction from the Barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.
The Barrier will fall after an hour, 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.
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 aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Resolidifying is exhausting.
Exert your Mind and spend an Action.
You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers while transformed.
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.
The Thief casts a container's worth of fine powder into the air. The particulates are drawn to any sort of object that is designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc. The powder will not trigger these devices or interfere with their operation, but it does reveal their presence to the Thief.
The cloud drifts and swirls, subtly following the Thief for a minute.
Exert your Mind and spend an Action. You must use up a container of fine powder in order to activate this Effect.
You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.
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 Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
You phase out of reality for up to 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 activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave a golden glow shaped like yourself at your location.