Cryptid Hunter Intuition I feel like they're right there...

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The power to detect all nearby Hunters and Man-Eaters.
Used by Abbas Oliver Serna, Created by GreenAppll.
(You must actively and obviously be using animal teeth necklace.)

Abbas closes his eyes as he hones into his bloodline, moving into it to feel where they move, his experience as a hunter melding with it to give him intuition about monsters location.

Monsterous non-humanoids - Stuff like dragons, werebeast in animal form, Giant tigers, non-humanoid living statues, etc
Monsterous Humanoids - similar to humanoids, but with monstrous or animalistic features, like kobolds, goblins, Vampires, living statues, etc
Still up to GM interpretation


Exert your Mind and spend two Actions performing the following ritual: Pressing on abbas temple then gripping his chest where is heart is holding his necklace to it. You must actively and obviously use animal teeth necklace to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You automatically detect all Hunters and Man-Eaters within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.

Even while this Effect is not active, if any Hunters or Man-Eaters come within 300 feet of you, you may roll Perception + Alertness, Difficulty 7 to detect them.

You may only use this Effect once per day.


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Revision purchased with:
Revision purchased with:
Improvement from running Adora's Temple spent on improving power: Cryptid Hunter Intuition    (since refunded)
Revision purchased with:
Improvement from running Adora's Temple spent on improving power: Cryptid Hunter Intuition    (since refunded)
Revision purchased with:

Community Power Gifts

You gain the following benefits at all times.

You are permanently and visibly transformed: Silicon-like skin. You are considered to be a Sapient, Non-Living Computer when targeted. Your Brawn is increased by 1 and your Dexterity is increased by 1.

Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.

You cannot ignore or decrease the effects of Stress for any social rolls you make.

The Severity of any Injury caused by electricity is increased by 2.

  • You must still perform some equivalent of eating, sleeping, and drinking unless other Effects allow you to ignore that requirement.
  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

On testing:
Delphyrion has always wanted to know everything. However, no matter how strong one's background is in chemistry, you'd usually need equipment and time to study an object's composition. Not to mention the amount of harm it could do to the item.

On alien origins:
Whatever it is that they encounter on their contracts, Delphyrion would very much like to know when something is out of this world so they don't have to waste time trying to apply human logic to it. Sometimes a cigar is just a cigar, but sometimes a cigar is very much not a cigar.

On chemistry:
This gift could be groundbreaking, but only if you know what you're looking at. Initially Delphyrion wanted to use it for finding the chemical makeup of an item, though they realize they should already know as long as it's recognizable. Chemistry is all about using what you have, and what's the use of a weapon that you know nothing about?

On questionable acts:
Look, living creatures are born with five senses for a reason. Delphyrion will use all five senses if it means new knowledge can be found. Sure, they've gotten sick from licking stuff for no reason, and they've licked a frozen pole (you can imagine how that went down), but at least now there is a reason to do so. This will do wonders for their immune system.

Spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Intellect + Science at Difficulty 6.

You learn all the following information about your target:

  • Determine if this target is Alien in origin or whether it has any Alien energy or outside influences. You receive information about the type of energy, including the name of the relevant Source pool or equivalent.
  • You learn the object's intended function and how to use it for its intended purpose, though not necessarily the ability to do so.
The quality and specificity of information gained depends on your Outcome.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

You cannot investigate the same target more than once per day.

  • 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 and Mind Damage is reduced to 0.

If you die, you may continue to act as though you were not dead for 3 Rounds.

You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.

Any dice penalty from Exposure or being stunned, diseased, sleepy, dizzy, sick, distracted, or similar is reduced to zero. Does not affect penalties from Effects you activated.

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:

  • Never Forget: You have a perfect photographic memory, and can recall or recreate even complex and detailed things. If you forget something you had previously seen or noticed, you may ask the GM and they will remind you.

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

Ria has the beginning of her mental muscles. They are clumsy and new, but smashing has always been easier than finesse.

Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Roll Charisma + Influence Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.

If the Contested Outcome is positive, your target will take 2 points of Mind Damage and gains two new Traumas of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.

these Traumas may be removed by Effects or mundane therapy, as normal. Targets that receive a new Trauma are aware that you are interacting with them but they do not view it as an attack or view the resulting Trauma as malicious. If their Trauma is treated, they will be able to see the reality of the situation.

Possession of this Power grants the following Trauma at all times: Nightmares and Paranoia.

  • Mundane animals have a Mind score of 1 or 2 at the 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.

Stock Power Gifts

Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. The target can easily Resist.

You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:

  • Specialized: You receive +2 dice to a particular non-combat, non-Effect Action.
  • Environmental Adaptation: You do not suffer harm from heat, cold, pressure, or lack of oxygen in a particular environment, provided that challenge normally exists in that environment.
  • Implanted Tool: You have access to the functionality of some common Device at all times. The selected Device can be no larger than a motorcycle helmet.
  • Armor: You have 2 Armor at all times. As always, Armor from multiple sources does not stack.
  • Pouch: Part of your body functions as a hidden pocket. It can hold no more than a briefcase (15 liters).
  • Zippy: Your Free Movement is increased by 10 feet.
  • Maws and Claws: Your unarmed attacks do +2 Weapon Damage instead of -1.

The augmentations you provide are not outwardly visible nor obvious.

  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You may not augment targets with pouches or implanted devices that are larger than they are.
  • Targets without Body ratings may have a maximum of 4 augmentations.
  • Example environments for adaptation: space, all saltwater, all fresh water, all water under 50 feet deep, all water deeper than 50 feet, the jungle, radioactive areas, a specific alien world, etc.
  • 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.

Summon a single Sapient roadie 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.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 3 dice to dodge, Grapple, or make roadie Attacks. Their unarmed Attacks are melee range and deal +0 Damage.
  • Body/Mind: Minions have 5 Body. Your minions roll 3 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 15 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 3 dice. Your minion is able to lifting and hauling with a 7 dice pool. Any other roll is made with 3 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are not obviously Alien.

You may only use this Effect once per day.

  • Minions die if targeted with Energy Transfer (before the Effect resolves) or if an Artifact or Consumable they use would Injure them or cause them to roll Trauma.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

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.

  • Unstabilized wounds do not degenerate during treatment.

Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.

You learn all the following information about your target:

  • You determine any medical or physiological issues they have, as well as their species and a general overview of their biology.
  • You learn a full medical history, including past injuries and illnesses as well as the healing process involved.

The quality and specificity of information gained depends on your Outcome.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

You cannot investigate the same target more than once per day.

  • 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 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.

  • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
  • 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.