After Edward finishes the casting ritual, the spirit once connected to the body appears (unless it is already present as a ghost). Edward can then begin talking to the spirit, although it doesn't sound like any legible language to anyone who decides to listen in.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. For dead targets, you must possess their their name.
The target can communicate in your language for the next hour.
Ulysses is a cockatrice human hybrid created by GenWyld. His hands are the clawed talons of the cockatrice and where he has marked himself with their petrifying power his skin has healed over with stone covering. One day, he might grow wings of the cockatrice as well….leathery, lizard-like wings. Like the cockatrice of legend, his fluids are a potent poison to any who would ingest them. He has inherited the beast’s legendary strength as well.
You gain the following benefits at all times.
You are permanently and visibly transformed: your hands are bird like talons, and portions of your skin where you’ve healed yourself in the past are made of stone. At a later date, you might also grow visible wings. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Intellect is increased by 1.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
I double over, clutching my chest as heat wells up from within. I cough and splutter, giving way to screams as my skin darkens into crystalline obsidian. From within the black, glass-like surface, purple flames expand and quickly explode from around my neck, wrists, and ankles. I am wreathed in purple-black flame that sizzles and pops, and I stand up. My vision is locked onto who or what triggered my transformations with glowing purple eyes of flame.
This Effect activates whenever a serious devastating injustice happens around me or an opposing demonic force appears. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event. This Effect cannot be used unless a serious devastating injustice happens around me or an opposing demonic force appears.
You transform into Abyssal Justicar for 30 minutes. You have access to all of your Powers while you are Abyssal Justicar, 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see my body take on a demonic, abyssal form of purple-black flames.
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.
The hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.
"At some point, I stopped seeing people. Now, I just see bones - and a little voice in my head tells me exactly where those bones should rest."
Boneman's exploits have attracted the hand of old, forgotten Gods. A skeletal finger pointed in guidance pulls her along - puppets her in a cryptic dance - as she watches you. Determines where you, too, will come to rest.
You gain the following benefits as long as you have your Skeletal bones tattooed above my fingers.
Your Intellect rating is increased by 0. 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).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
Kotodama, the spirit word. The same means by which Susanoo proved his sincerity to Amaterasu and produced the 5 male deities that rule in the Celestial Palace. Leon has mastered a minor form of this in the form of manipulating Intrusive thoughts. The nattering, unwanted, whispers that lay at the edge of your mind. An excellent tool for delivering clandestine whispers for a novice telepath, though not strictly a Kitsune's strength Leon has come to realize that it is a talent that he needs to develop. Though all Kitsune are psychic to a degree, Leon's particular talents require quite a bit of a mental push, and he can only send a few short whispers but he can send them anywhere to anyone. After all, it only took a few sweet nothings to undo Troy.
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 must actively and obviously use A miniature tori gate to activate this Effect.
You may send a single message to your target. It cannot be longer or more complex than a couple short sentences.
The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
You may send any physical Object that would fit into a backpack with your message. Such messages take one minute to arrive and always cost Exertion. Any active timers, fuses, or traps on the objects are triggered when you attempt to send them.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
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. Your target should be intuitively based on the triggering event. 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.
The magician places a mirror to reflect a subject and conjures an illusion that perfectly replicates it!
If the illusion is touched, it shatters into a thousand tiny shards of glass.
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.
The survivalist spends a moment setting up a makeshift booby trap. The tripwires and pressure plates are so expertly hidden, they can only be noticed by those who have fallen victim to them before.
The victim is hit with a tiny curare dart. Pain wracks their body as a potent neurotoxin spreads through their veins.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 300 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.
The trap looks like a tripwire, a pressure plate, or a hidden switch. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
The Ninja is a master at blending in to any crowd or organization. If they can find complete privacy, they may channel their ninjutsu to temporarily create the illusion of any outfit or uniform they desire. The new clothes shimmer into existence over their existing garb over the course of a minute of meditation.
Exert your Mind and spend a minute.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
You cannot alter the appearance of your flesh and blood.