The veil between this life and the next is thinner than many would find comfortable. By spreading his deck on a surface in front of him and focusing his mind on an emotional focus that links the deceased to the earthly realm, Cássio can open pinprick holes into the border of reality, just enough for communication to pass through. The scattered cards begin to float, briefly haunted by the target spirit, and the air rings out with the directionless voice of the departed for the duration.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. For dead targets, you must possess their loved one.
The target can communicate in your language for the next hour.
Louie's arms can extend rapidly, appearing as though it is a mechanism doig it.
You gain the following benefits at all times.
You are permanently and visibly transformed: parts of Louie's skin on his arms are replaced with metallic plating and wiring. You are considered to be a Sapient, Living Computer when targeted. Your Brawn is increased by 1.
Your appendages can reach an additional 30 feet.
Having lost his final shred of humanity, Haerin has begun to slowly form around this sudden change, his body only ever needing rest. No need to eat, or to breathe, or to quench your thirst... You must fight after all... That's what you were made for, so only rest, as you still tire. When a blade lingers upon your hands, nothing else matters...
You gain the following benefits at all times. You must actively and obviously be using Sword to gain the benefits of this Effect.
You no longer require any food, water, or air in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may Exert your Mind to adapt to your current environment for three hours. While adapted, you do not suffer harm from heat, cold, pressure, or lack of oxygen in that environment, provided that challenge normally exists in that environment.
When startled, Guido instinctively warps time, vanishing from existence briefly is a storm of Temporal Radiation. There is still a visible distortion in local time/space where he vanished from.
This Effect activates whenever someone approaches agrressively. It does not require an Action or Exertion. “Your target should be intuitively based on the triggering event.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
You leave a rippling rift in space/time at your location.
It's not a pretty sight, the sneer that appears on Hyde's face.
The difference is enidiately obvious to anyone watching him.
This man is quite different from the interlectual Jeckyl, barely keeping himself from bursting at the seems.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. 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:
Haerin stabs himself, the sword going into him and hitting something deep within his depths as if unlocking a door, and to that... He appears, from within the darkness. His hair, pale as the tundra, his eyes a deep black, and a venomous smile... Clad in simple cloth, with a simple blade along his side. A part of Haerin, freshly freed from the abyss, from his abyss, that moment, Baam, The Chaos Knight, appears.
Increase your sacrificial Injury's Severity by 1 and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Your body rejects the soul division (Sev 4).
Summon the one and only Sapient Baam, The Chaos Knight 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.
If killed, you cannot re-summon your minion until after your next Contract.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The beastmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and glow red like a dog's. While in this heightened state, they may sense heat signatures and triangulate the tiniest sound.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.
Finally, the girls are fusing the way they’ve wanted to since they began Contracting, three and a half years ago. It took Grace’s left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spirit’s ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spirit’s: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
The detective pulls out their magnifying glass and investigates the area, learning details about any nearby structures and picking up details on what sorts of beings have passed through and when.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.