when attacking, the scale-like details from the tattoos pop out of Kaylie's arms in an inky black. when not in use, the dragons move in an animated manner along the forearms.
You gain the following benefits at all times.
You are permanently and visibly transformed: Semi life like dragon tatoos. You are considered to be a Sapient, Living being when targeted..
You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)
You may make a +2 Weapon Damage forearm scale blades attack without additional equipment.
The Severity of any Injury caused by Ice and Holy magic is increased by 2.
Annette touches a target and their eyes light up before the target experiences their mind shattering and becoming traumatized after experiencing multiple horrific thoughts filled with despair.
Gifted to Annette by The Fool, this gift was crafted from the inverted stars card and given as a reward for surviving the Sanctuary contract.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Roll Brawn + Alertness 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 cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.
You may only use this Effect once per day.
Watching Dawn shrug off critical blows and mental trauma may seem strange from an outside perspective, but those her know her may understand how she can. For Dawn, she's already living through hell. How could anything possibly affect her when she already lives in constant suffering.
Dawn's own self-perceived misery has now manifested into a mental block allowing her to believe that any injury dealt to her is nothing compared to what she's already gone through. While her life may actually one the brighter and positive side all things considered, its her own belief that allows this to work.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
When the James activates "Phantom Arsenal," the air around him shimmers with an ethereal glow, and the ghostly figure of his sister appears beside him, her translucent form exuding a serene yet formidable presence. She gestures gracefully, and a swirling vortex of spectral energy materializes, revealing a selection of items.
As the James selects an item, it solidifies into his hand, glowing with an eerie luminescence and leaving a faint trail of spectral mist with every movement. The sister's ghost remains visible for a few moments longer, offering a silent nod of encouragement before fading back into the shadows
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a ghost.
Much like a hairball from a cat, a gross blob is vomited onto the floor, which then grows to full size. The child is fully aware of themselves and their situation. Including their short life span.
Exert your Mind and spend an Action.
Summon the one and only Sapient human child at your location. They last for two hours or until they are destroyed. They are controlled by you. You may have at most one minion active at a time.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see The minion is vomited onto the floor and quickly grows to the size of a child, complete with it's own name of it's own choosing, and introducing itself.
If killed, you cannot re-summon your minion until after your next Contract.
Transform into a large black horse with a flowing mane and tail that seem like silken shadows. The eyes glow in the dark with a blood red light that casts creepy shadows down your long equine muzzle.
Exert your Mind and spend an Action. You must actively and obviously use A silver locket with the shape of the Battle Mare on it, inside of which is a braid of Her tail hair. To use, the locket must be opened and the hair braid kissed. to activate this Effect.
You transform into a Nightmare - a black horse with glowing red eyes for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
While transformed, you may speak and use any Influence or Communication Powers you posses.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
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 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.
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
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.
The magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.
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 may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. 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.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.