Tall, furred, antlered with broad scaling teeth. Broad, flat hands with blackened and cracked fingernails. A deer, and a bear. A demon bear.
"Ijiraq" will bring fear to the new world.
You gain the following benefits at all times.
You are permanently and visibly transformed: Ijiraq. You are considered to be a Sapient, Non-Living Creature when targeted. Your Dexterity is increased by 1 and your Perception is increased by 1.
While in Human-hunting environments or Arctic environments, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.
Your Injuries no longer degrade with time.
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 Severity of any Injury caused by Holy/Cleansing is increased by 2.
He opens you up and he knows exactly what he's looking at. He's hacking away at your organs and before you know it your stitched back up and you can move better than you can before.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
N/A
You gain the following benefits at all times.
You no longer require any food, water, or air in order to survive.
Gobster McJaw horrifically insults any target who dares to stop his quest for endless joy, the words resonate out of Gobster's mouth and take form, blocking and clashing with any incoming attacks.
Spend an Action. Select a target within 300 feet. You must actively and obviously use Insult book to activate this Effect. Roll Charisma + Influence Difficulty 6. The target may contest by rolling Mind, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift's Cost is capped at 2 and cannot be increased further.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
i do a little flute song and a rat scurries along
Exert your Mind and spend an Action.
Summon a single Non-Sapient, Animate rat at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. You may have at most one active at a time.
At first glance, it appears little has changed, other than perhaps lack of sleep.
Her eyes are just a little sunken and dark.
But if you continue rudely staring, something... Feels wrong, especially when she moves.
She looks a little.. a little too normal.
In the well-lit cities? Schools? Restaraunts? Shes a little odd but harmlessly cute.
But somewhere a 11 year shouldn't be?
The piers at night? A foggy cemetery?
Every primal instinct tells you "This is wrong. RUN"
You gain the following benefits at all times.
You are permanently and visibly transformed: Uncanny Valley. You are considered to be a Sapient, Non-Living being when targeted. Your Dexterity is increased by 1.
While in Space, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.
Your Injuries no longer degrade with time.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
Possession of this Power grants the following Trauma at all times: Phobia of labs and scientific equipment.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Perception + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
Finally, the girls are fusing the way theyโve wanted to since they began Contracting, three and a half years ago. It took Graceโs left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spiritโs ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spiritโs: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
The Werewolfโs body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you donโt die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
The Witch summons a crow, whispers a message to it, and sends it off to deliver her words. Half an hour later, the crow arrives at the recipient and repeats her message aloud in its croaking, animal voice.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.
You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.
The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.