Kazarisu "Someone's looking out for me."

5
Requires Seasoned
You possess protection against attacks.
Used by Ricter Casenger, Created by Ricterx.

An invisible force surrounds him, unseen and unnoticed by all but a supernatural eye is a monstrous beast with a long weasel-like body. Adorned with long sharp claws and gnashing teeth it is aggressive in protecting its host and lashes out when threatened.

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The yokai Kazarisu is shaped like a long-furred body animal, similar to that of a weasel of some kind. Stretching to be around 1 foot long ending with two short legs on one end and a head on the other, its paws are long sharp claws that can easily hook into and slash at prey. The beast has a white coloration to it with a black-tipped tail, and eyes of shimmering blue, and inspects anything that comes close as it hides itself on Ricter.

Interestingly enough, no one can see it, touch, or even feel it- until it's threatened. The only time you know it's there is when someone attempts to bring harm to its host, in which it will attack with its claws or teeth, aiming to blunt the damage somewhat but also return the favor so to speak. The counterattack feels very real, and those who do so will simply feel small cuts, slashes, or bites along their body.

Anyone with with heightened senses can tell something is around him, those who investigate with supernatural abilities further will notice a hazy outline of something. The monster does not give off an evil aura, more neutral, at the same time it doesn't look to harm the person it's wrapped around either. However, when his host is damaged they work to stop the bleeding in some way, using its wind powers to seal cuts closed.


You gain the following benefits at all times.

You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

Any Injury received from Damage that was reduced by this Armor is considered makeshift stabilized and will not degrade further. Any Battle Scar received from such an Injury is reduced by 1 level to a minimum of a Minor Battle Scar.

When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.


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Community Power Gifts

Increase your sacrificial Injury's Severity by 1 and spend an Action.

Summon the one and only Sapient Ena's Misty Form 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.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make Grapples Attacks. Their unarmed Attacks are melee range and deal +0 Damage.
  • Body/Mind: Minions have 3 Body. Your minions roll 7 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 20 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 4 dice. Any other roll is made with 4 dice. They can lift and haul as though they have 2 Brawn.
  • Powers: Your companion can Exert their Mind using your Mind and spend your Source. Your companion has access to Paint the Heretic and The Well's Gallery. Only one of you can benefit from a given Passive Power at a time, and you can switch who has access as a Free Action. You and your companion cannot activate the same Effect on the same Round.
  • Unusual: Minions are obviously Alien to any observer.

If killed, you cannot re-summon your minion until after your next Contract.

Possession of this Power grants the following Trauma at all times: you treat art as something that is sacred and alike to that of an actual human life. Roll self control to not actively prevent the destruction of an art piece that you can feasibly reach/react to.

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • Your companion heals fully during each Downtime, but is not healed fully when you re-summon them.
  • Your companion is affected normally by Artifacts and Energy Transfer.
  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Spend an Action. Select a target within 45 feet. You must actively and obviously use a ring set with a spell-focusing crystal to activate this Effect. Roll Intellect + Occult 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 4.

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.

  • 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 Brawn rating is increased by 2. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).

You also gain the following effects:

  • Beast of Burden: You may now carry up to your lifting and hauling capacity without suffering an encumbrance penalty or needing to Concentrate. You do not tire from extended physical activity.
  • Champion of the Caber Toss: You may lift an additional 2000 pounds per point of Brawn beyond 5, and you may throw items up to this weight to a distance of your throwing roll’s Outcome x10 feet.
  • Heavy Hitter: Successful attacks made with Brawn will either knock your target back Outcome x 5 feet, or knock them down to the ground. Choose which effect the attack will have prior to rolling for it.
  • Immovable Object: As long as you are standing still on a solid surface, you may Exert your Mind and spend a Free Action to become immovable. As long as you maintain Concentration, you cannot be moved and are immune to Damage from collisions with larger objects.
  • Tough: You gain Armor equal to half your Brawn rating. This Armor cannot be penetrated or shredded and protects against falling Damage.

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

After getting an eye gouged out in its first contract, 8AST decided to make a few upgrades before putting it back in. While at it, it popped out the other eye as well and made sure both were up to the new standard.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.
  • 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.

You gain the following benefits as long as engaged in combat with Magic Bullet.

+2 dice to all Magic Bullet rolls.

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.
  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Silent Killer: If your shot would kill or incapacitate your target, they make no sound, even incidentally, for the next Round.

Stock Power Gifts

You gain the following benefits at all times.

You gain an additional limb that functions as a standard human arm and hand.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).

Any Battle Scars that affect or remove your additional limb will heal in a single week.

You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.

Your Extra Appendage is incapable of fine object manipulation.

Exert your Mind and spend an Action. Select a Location within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.

You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. You may have at most 3 wards active at once.

The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.

  • Your ward cannot be used to satisfy the line of sight requirement for targeted Effects.
  • 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.

Exert your Mind and spend two Actions performing the following ritual: place a mirror such that it reflects the subject of your illusion. Select a target within 45 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

a reflection of something else in the area, which can be no larger than a person is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.

Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.

The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.

  • while you can use an illusion to obscure something smaller, you cannot make anything directly invisible (you can’t make a tank look like a regular baseball, but you can hide it in an illusion of a giant baseball).
  • You may only puppeteer a single illusion at once.
  • 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 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. This Effect cannot be used unless you can see your target.

You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration

The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.

  • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
  • Generally you cannot communicate with Contractors who are not in a Contract with you.
  • You can target yourself if you qualify as a valid target by the other requirements.