Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
When Guppy stabs or sews into someone with this needle, the victim's body will begin to be replaced by plush and their innards replaced with stuffing. Effectively, this Injure power turns people into dolls. If someone is fully turned into a doll, they are dead.
Guppy was standing all alone in an alleyway. No, not alone. There was a man in front of him with a grim smile on his face. Guppy didn't know the man, but he was reaching his hand out to the child. In fear, Guppy took the small needle in his pocket and stabbed the man's hand. The man cried out as the arm began to shrink down, flesh turning to polyester, muscles and blood to stuffing. The man tries to run, but Guppy is the new holder of that grim smile. He stabs the man's leg, turning that into plush as well. The man falls over onto the concrete, screaming and begging for help and for the child to stop. Guppy happily obliged to stop the pain by pricking the needle into the man's neck. It only took a few more seconds before Guppy was out of the alleyway with a tiny little dinosaur doll in tow.
Spend an Action to activate. Select a Living target within arm's reach. You must actively and obviously use a sewing needle to activate this Effect. Roll Dexterity + Legerdemain Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much damage plus 3. Armor is fully effective against this damage.
Injuries caused by this Effect do not heal naturally. They can be Stabilized, but will not reduce in Severity unless they are healed through an Effect or some sort of supernatural ability.
If the target takes damage from this Effect, they will receive at least a Minor Battle Scar regardless of the Severity of their Injury. The specifics of the scar are up to GM's discretion.
This Gift's Cost is capped at 2 and cannot be increased further.
Bu Fang having been through a high stress situation, the lack of ingredients, the time pressure, as everything boiled up to a rise, his bloodthirst grew. More than his past, more than his trauma, he remembered a place he long thought he has forgotten about. The goblin dungeon, rushing there, he finds that he can almost practically sense where they were without being able to. His intuition, his bloodthirst, has refined itself into almost like a sense for these creatures.
Now, he eats one of his warp formed meatball, the thought of this stimulates his bloodlust, allowing him to tune and hone into these cryptids. Though... to him, they're all just ingredients in the end.
Exert your Mind and spend one minute. You must use up A Warped Form Meatball in order to activate this Effect. 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.
You automatically detect all Cryptids within 100 miles 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.
You learn basic information about why each detected being is being detected. For example, if you detect Criminals, you may learn how many crimes they have committed and what type.
You receive How they taste for each being you detect.
All Cryptids who you can sense are equally able to sense you.
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.
You gain the following benefits as long as you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
Ware visibly focuses on an item and an almost imperceptible beam goes from her to it, before the item quickly disintegrates as if it is being sucked up.
The item is then deposited into a room in Ware's lab which was pulled into an extra-dimensional space during her testing - the chip in her mind still connects to it and is her only way to specify relative dimensions and locations of items for transporting. She is unable to access the actual room herself, but due to the chip has access to its software for further upgrades.
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 Objects 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.
Vita doesn’t know who leaves the notes. Or who’s filling her bag when she’s not looking. One moment she’s patting her pockets in frustration, the next she’s elbow-deep in her backpack, muttering something like “Where’d I put that grappling hook?”—and then it’s just there.
Wrapped up with a sticky note in pastel ink, maybe a doodle of a smiling beast, or a scrawled message like “You’ve got this! (Don't forget to hydrate!)”
Whatever mysterious creature or Fey trickster is behind this, they clearly adore her. And they have excellent timing.
Vita stops mid-action and dives into her tattered bag like she’s reaching into a cupboard. As she rummages, the bag gives off a gentle pulse—like a heartbeat made of glitter. A faint whiff of lavender or old moss drifts out. Then she yanks out the exact thing she needs: a crowbar, a thermos, a coil of rope, perfectly sized and freshly made.
Taped to it is a colorful note. Something silly. Something personal. Something unnervingly specific.
This isn't a spell. It isn’t a trick Vita learned. It’s something that just… started happening. Maybe it’s because of Bapha. Maybe it’s all the strange creatures she’s helped and all the pacts she didn’t realize she made. But now, when she needs something—really needs it—her bag becomes a little door to somewhere else.
Not just to the object, but to the intent behind it.
It’s not just gear—it’s kindness made tangible. A gift of utility from something watching her journey closely, tucked between worlds. She keeps the notes. She folds them, presses them flat, and stores them in an old mint tin.
They’re proof she’s not alone. Even when she’s rummaging in the dark.
Exert your Mind and spend 1 minute. You must actively and obviously use a bag that can hold this object 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 cannot create firearms.
Roll Dexterity + Thievery to fabricate up to 5 copies of 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.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
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).
You also gain the following effects:
The priest's miracles expand into the treatment and curing of poisons and diseases. To do so, they require a ceremonial dedication (or often re-dedication) to the service of their god, during which the priest and the patient pray together and perform ritualistic bloodletting. These wounds burn with holy, golden fire, attacking the sinful malady and expelling it from the body.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets