Clenching the fist with the ring on it causes screams of victims souls who are inside of the ring to be heard. The ring starts to faintly glow red and something akin to red mist exists the ring covering a smaller area next to the contractor. The mist fades quickly as it came only leaving behind a mindless humanoid being resembling Gladys Newman looks, which has access to a part of her fighting power.
Exert your Mind and spend an Action.
Summon a single Clone of Gladys Newman at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 1 minion active at a time.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
An entity that's covered in rock, the Geological Organism Load Extracting Machine, or G.O.L.E.M is a creation that's comprised of a core and nanites that hold the rocks together. Created from the Eternium Battery.
The G.O.L.E.M is made by releasing the energy into the ground or surface that the user is in, along with a stream of nanites, the same then being bound together and reshaped into the shape of the G.O.L.E.M, after which the nanites burrow deep inside of the entity to create the core, to regulate the energy levels of the being.
Expend a point of Battery and spend an Action to activate.
Summon a single G.O.L.E.M at your location. They will last for an hour, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. Your minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint. They cannot dodge or Defend. They have dog-level intelligence, and cannot communicate back to you. Any Perception checks they make are rolled with 3 dice.
Buttons holds up the bag for any present audience to show there’s nothing inside, she makes exaggerated focused faces as she digs her arm around. After a moment she pulls out her desired object from the bag and displays it proudly with a big smile
Exert your Mind and spend 1 minute. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Accidentally pull out something incredibly useless or dangerous. You must actively and obviously use a bag of any kind to activate this Effect.
Choose an Object which could fit inside a large luggage bag (up to 75 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Charisma + Performance to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
"I think, I... I did this. I, I couldn't stop myself. It's my fault. I ruined everything. I betrayed the people who were kind to me. I don't remember why I did this..."
"I don't know. They aren't moving. There's so much blood. I'm sorry. I'm really sorry."
Three bodies were found in the Abnormality's Containment Unit. The Abnormality lost all memory of the incident afterward.
DAMAGE DURING WORK DOES NOT COUNT TOWARDS THE TRANSFORMATION.
This Effect activates whenever successfuly attacked by the Villain or you reach 4 mind severity. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event. This Effect cannot be used unless REACH 4 MIND SEVERITY and QOH EGO IS FULLY WORN. 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.
You transform into The Magical Girl of Hate for 3 minutes. You have access to all of your Powers while you are The Magical Girl of Hate, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.
While transformed, your Brawn is increased by 3, your Dexterity is increased by 3, and your Perception is increased by 3. Your Stress is reduced by 2.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
If you take Injuries totaling 4 Severity or higher while transformed, you recover all Injuries and change into E.G.O CORROSION. All dice rolls are at -1 Difficulty for the next minute or until this Effect ends. Cooldown 1 day.
If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.
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.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: All Returns to Nihil. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You may only use this Effect once per day.
With the clap of Mort's hands, "Chuckles" crawls out of the ground. His paint is smeared with gore, his innards leaking ever so slightly out of his multi-colored waistcoat. He's capable of slight speech, although all you'll get out of him is bad jokes.
Chuckles acts completely separately to Mort and therefore cannot take commands from him unless he makes a Cha+Influence roll (Difficulty 8). Every 30 minutes he is active, Chuckles must attack somebody. He prefers to target civilians over the supernatural, they apparently "taste funny". He cannot be dissuaded from attacking a person, a Cha+Inf roll can be made to try to convince him to switch targets though.
Exert your Mind and spend an Action.
Summon a single Chuckles The Maneater at your location. They will last for two hours, or until they are destroyed. They are controlled by the GM and will not necessarily obey your commands. You may have at most 1 minion active at a time.
Rupert holds his crucifix in front of him and says the phrase "Videre Malum". The crucifix briefly glows with a golden light, and Rupert becomes aware of any demonic entities nearby, though they are also alerted to his presence.
Exert your Mind and spend an Action to activate. You must actively and obviously use a crucifix to activate this Effect.
You automatically detect all Demonic entities within 50 feet of you for the next minute. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby and their direction, but you are not aware of their exact locations.
Even if there are no Demonic entities within 50 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
You transform into small 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.
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.
The Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. 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.
You transform into a vampire bat or a wolf until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your 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.
Possession of this Power grants the following Battle Scar: A disfigured face with bat-like ears.
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.
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.
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.
Summon up to 3 Non-Sapient, Animate zombie 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 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.