Inner Friends Oh, don't worry. it only bites if I tell it to.

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0 Rewards assigned
The power to summon a minion which can fight and act on your behalf.
Used by Albie Aristae, Created by lowercsebee.
(Anyone who witnesses you activate this Effect or for its duration is very likely to be disturbed to see the insect crawling out of Queen's mouth. )

Queen opens his mouth, as from his throat crawls outwards a sleek, writhin centipide. It looks starved, and it has its eeys on you.


Exert your Mind and spend an Action.

Summon a single Crawling Spawn at your location. They will 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 2 minions active at a time.

  • Attacking: Minions can make melee range attacks with 4 dice to attack.
  • Body: Minions have 4 Body.
  • Movement: Minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint.
  • Intelligence: They have dog-level intelligence, but are capable of communicating information back to you. They cannot actively use Equipment.
  • Actions: Minions cannot dodge or Defend. Any Perception checks they make are rolled with 3 dice.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the insect crawling out of Queen's mouth.

  • 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 Power Gifts

Exert your Mind and spend 1 minute. Select a Device within 300 feet. Does not work on Alien technology. You must actively and obviously use an electronic device capable of some form of internet or networking to activate this Effect. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.

If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.

You may issue a "self-destruct" command that leaves the hacked system's hardware inoperable, even if that machine had no such functionality previously. Only works on Computers.

When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.

Every hack you make leaves behind an impossible locale in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits at all times.

You are permanently and visibly transformed: Winter Wolf. You are considered to be a Sapient, Living being when targeted. Your Perception is increased by 1.

You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)

You no longer age naturally, and supernatural attempts to age you fail.

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.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend an Action. Roll Brawn + Influence 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. You may only have 1 active barrier at a time.

The barrier will fall after two hours, 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.

This Effect is not obvious, and the only sign you are using an Effect is An intense, almost pitying stare.. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

  • Effects which circumvent Armor completely also circumvent your barrier.

You gain the following benefits as long as you are throwing an object that is at least 15 pounds and you are engaged in combat with thrown weapons. You must actively and obviously be using a pair of marbles to gain the benefits of this Effect.

+2 dice to all rolls utilizing thrown weapons.

You also gain the following effects:

  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.
  • Jackie Chan: You do not receive a Difficulty penalty when throwing objects that are not designed for throwing.
  • Junk Wolf: Thrown attacks with improvised thrown weapons always deal a minimum of 3 Weapon Damage.

Spend an Action or Reaction. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. If you have activated this Effect 10 times it the last minute, you must Exert your Mind. If you are using this Effect as a Reaction, you must travel at least 10 feet.

You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.

Instead of physically passing through the air, you are teleported directly to your destination. You may hop to the other side of walls or escape grapples but can travel no farther than 3 feet when doing so.

When you use this Effect as a Reaction to dodge, if you Exert your Mind to activate the Effect, you do not need to roll; your dodge is automatically successful.

  • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
  • vertical jump height measures to the bottom of your feet, so your total vertical reach is at least a body length greater.
  • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
  • You must be on a surface of some kind in order to activate this Effect; it cannot be activated while in mid-air.
  • You may only use this Effect once per Round of combat, regardless of any Enhancements you have taken.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Stock Power Gifts

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Sight: You can see things that are normally invisible to the naked eye, such as fingerprints and bacteria.

  • Your microscopic vision requires a close look at a very small, specific area to use. It does not grant increased distance vision, it simply provides a higher resolution, allowing you to see finer and finer detail.

Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat 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.

Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.

  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

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

  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits at all times.

Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.

You gain the following benefits as long as you are submerged in water.

You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.

You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.

  • In lieu of sleeping, once per day you may spend one hour meditating to recover a Mind Damage.