Eden's pupils look narrower than usual, and they occasionally blink horizontally.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
**Description:** The "Body of the Ancient Cryptic" passively alters the user’s body, giving them a primal, beast-like appearance combined with ancient, mystical energies. These physical changes not only enhance their combat abilities but also make them appear more formidable and inhuman to those around them.
Visible Changes:
- Beastly Claws: The user's hands and fingers elongate slightly, ending in sharp, retractable claws. These claws appear to be made of a dark, obsidian-like material and can tear through most materials with ease.
- Feral Eyes: Their eyes take on a bestial quality, with slit-like pupils and a glowing, predatory hue—often amber, red, or another unnatural color. These eyes grant heightened vision, especially in darkness.
- Rugged, Enhanced Physique: The user’s muscles are denser, their bones more robust, and their posture slightly hunched, resembling a primal predator. This gives them enhanced strength and agility beyond normal human limits.
- **Roughened Skin:** Their skin takes on a tougher, almost hide-like texture, with patches of scales or hardened ridges in certain areas, providing natural armor.
- Elongated Teeth: The user’s teeth sharpen into fangs, giving them a fearsome grin and enabling them to bite with great force when necessary.
- Beastial Presence: A low growl or snarl might be heard from the user when they are angered or in danger. Their overall demeanor is predatory, making others instinctively sense danger in their presence.
These beastly transformations, combined with ancient, arcane markings and energies, make the user a terrifying force, blending primal strength with cryptic wisdom.
You gain the following benefits at all times.
You are permanently and visibly transformed: perfect bodys. You are considered to be a Sapient, Living Creature when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, your Perception is increased by 1, and your Charisma is increased by 1.
Your appendages have 30 feet of reach.
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.
You cannot speak any coherent verbal language and must resort to other means of communication.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
The Severity of any Injury caused by Sliver is increased by 2.
Sometimes a grave digger has to keep the restless souls and rotting corpses in the dirt. Luckily they tend to have a shovel on hand.
You gain the following benefits as long as you are engaged in combat with shovels.
+2 dice to all rolls with shovels. You may Defend against firearm attacks from any range using shovels.
You also gain the following effects:
Scp-999 has begun to imitate the facilities security functions as well as devices. Though slightly concerning the 05 council has decided to see where he can go. Scp-999 has been known to now turn himself into a large cage to protect or contain in different situations
Exert your Mind and spend an Action or Reaction.
You transform into House Sized Reinforced Steel Cage or a copy of an Object you are currently touching for one hour. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings as normal. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
You may transform into any generic inanimate object that could easily be acquired in a town. No firearms or explosives.
You may end this Effect prematurely as a Free Action.
When he tries to use his telikenesis, it is as if he is deep in thought and in his head it is formulated like in a novel that the objects move as if by themselves and with a movement of the hand the telikenesis works while wearing his Pen.
You gain the following benefits at all times. You must actively and obviously be using Pen to gain the benefits of this Effect.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 1 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The user rubs their hands, which become ethereal. They then reach into the patient and massage and mold the scar away, back into a healthy state, leaving behind a ghostly residue.
(In case of a missing limb, the limb is reconstructed from condensed ether. It will look completely ethereal and composed of compressed fog, but will function normal as only the outermost layer phases through material.)
Exert your Mind and spend a minute. Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect.
Healing a Battle Scar in this way leaves behind ethereal residue at the site of the removed battle scar on the target which cannot be healed.
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's Cost is capped at 2 and cannot be increased further.
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:
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.
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.
Flight is brief but quick, and she must return to the ground in one minute.
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. 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:
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.