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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:
Using a technique that requires your feet to be bare, he has gained the ability to leap far into the air.
Being barefoot has little to do with this new-found ability, it is merely the presence of the Corpus within him that is burning brighter
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are barefoot.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
Pen in hand, Ethan writes into the air, words appearing as if they were written on paper as he describes the form of the being that he is conjuring. With the words aglow, pages flow from them like a wellspring, folding, coiling, and layering as they construct the form of the muse that he aspires to be.
Exert your Mind and spend an Action. You must actively and obviously use A Pen to activate this Effect.
Summon a single Sapient A featureless Greek Muse formed from spectral pages at your location. They 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 one minion active at a time.
Character equips a second sword and holds the swords crossing each other in a defensive motion.
You gain the following benefits as long as you are engaged in combat with melee weapons.
Your attacks with melee weapons deal +1 Bonus Damage. Armor is fully effective against this damage.
You also gain the following effects:
Oz brings the cigarette to his lips and taps the ash off its end with a casual flick, as if entirely unaware of the grotesque transformation about to unfold. A single flake of ash drifts downward—slow, serene, unaffected by gravity's urgency or the surrounding chaos. It hovers and twists lazily in the air, utterly unbothered by the screams, blood, or tension nearby.
Then, where that speck of ash touches the earth, flesh begins to grow—slow and deliberate at first, like muscle stretching beneath skin. Faces—flattened, stretched, and locked in silent torment begin to rise, pressed like frescoes against the ever-thickening mass. The wall expands outward in a straight line, up to 40 feet long and 10 feet high, forming a solid slab of compacted skin, muscle, bone, and cursed soul-matter. It’s flat enough to walk across... for the most part -- though the sensation underfoot is sickening.
Observers feel the air grow heavier, the world slightly wrong—like Hell has blinked into their reality for just a moment. And all the while, that first ashflake drifts to rest... as though it had nothing to do with any of this.
Oz didn’t learn this from a wizard’s tome or a back-alley occultist. He learned it from a creature that most would’ve overlooked—a frail, withered thing, ancient beyond comprehension but hollowed out by time. It wasn’t terrifying when Oz found it. It was hiding. Hunted by a third-rate monster hunter with more bravado than brains.
The thing could barely stand. Its claws were chipped, its eyes sunken and dull. But when Oz saw the hunter raise their weapon, something in him rebelled. Maybe it was pity. Maybe curiosity. Maybe a whisper of something older.
In gratitude, the creature offered him a secret—a technique older than most names, passed down not to preserve power, but to be rid of it. A method born in the Fifth Circle of Hell, back when Wrath still had shape and weight.
The technique hinges on equivalence: a tiny, forgotten thing—a piece of ash—can be traded, momentarily, for something vast and wrathful and real. The ash is a symbol. Burned, spent, weightless. Exactly the opposite of what it summons. That’s the balance. That’s the key.
The wall doesn't scream, but it wants to.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must actively and obviously use Cigarrettes to activate this Effect.
Select one of the following alterations to create out of Human flesh, skin and faces, dense as a wall of concrete. originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts three hours but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a literal wall of corpses and suffering souls..
Io's influence extends beyond just her music as even her words entrance the weak minded, allowing her to command them with ease
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Performance at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target will be fully aware that they are doing this task on your behalf and will inform anyone who they interact with that they were sent by you, though they may not view it as compulsory or against their will until the effect wears off. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
While addressing a crowd, the influencer may use coded language to send secret messages to a particular person in the crowd. These messages can't be noticed or understood by anyone but the intended target.
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 are speaking to multiple people and the target is listening.
You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.
The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Effect is not obvious, and the only sign you are using an Effect is your left hand making a fist. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend a Quick Action.
You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 2 and your Dexterity is increased by 2. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
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.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.