Call from another dimension “Sorry i gotta take that phone call, I’ll be right back” You are an important person. You deal with important people. You are available 24 hours a day 7 days a week for them. It doesn’t matter what’s going on you take the call.

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The power to temporarily cease to exist.
Created by Lord_of_Clueless.
(While phased out, you leave A ghostly version of Freddy and Who ever he decided to take with him at your location. You must actively and obviously be using Cellphone.)

Freddy is able to unknowingly manifest phone calls from another dimension. The phone starts ringing and the screen glows an almost blinding hue of green and Accepting those will teleport him and another person of his choosing into a Pocket dimension so that he can quickly take the call without being disturbed. Only leaving behind outline of the people in the dimension with a “do not disturb” sign in front of them.

Freddy’s anxiety started to spike when he started his job at the MI6. Everything was so new , so new and scary. Everybody wanted him to do something at all times but every time when he felt that it was being too much for him he got a phone call , letting him leave the situation gracefully. The connection with the harbringers seems to have amplified this “ability” of his making it so that these calls he gets when shit hits the fan transport him temporarily into another dimension until the phone call is done.

He should’ve just been a musician like his uncle Randy.


Exert your Mind and spend an Action. You must actively and obviously use Cellphone to activate this Effect.

You phase out of reality for up to 4 Rounds. During this time, you cannot affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.

When you phase out, you may bring up to 1 additional target in arm's reach with you.

When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.

You leave A ghostly version of Freddy and Who ever he decided to take with him at your location.

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.

  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

Community Activated Gifts

Body: 11
Brawn: 9
Dexterity: 1
Fall damage increased by 4
Armor: 3
Attack by rolling Body, dealing +1 Damage.
30 feet of Free Movement

Exert your Mind and spend an Action.

You transform into Jira 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), but you can use 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.

While transformed, you may speak and use any Influence or Communication Powers you posses.

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.

While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.

  • Creature Stats
    • Giant (elephant or larger) Body: 11. Brawn: 9. Dexterity 1. Fall damage increased by 4. Armor: 3
    All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for “predators”). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.
  • Animals that are quicker than humans (like dogs) have 50 feet of Free Movement. Animals that are very slow (like turtles) have 0 feet of Free Movement.
  • You cannot transform if there is not enough room to do so.
  • The form you take must have the same stats and abilities as a single, extant animal of the relevant size.

The item is then deposited into a room in Ware's lab which was pulled into an extra-dimensional space during her testing - the chip in her mind still connects to it and is her only way to specify relative dimensions and locations of items for transporting. She is unable to access the actual room herself, but due to the chip has access to its software for further upgrades.

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.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

Increase your sacrificial Injury's Severity by 1 and spend an Action.

Summon the one and only Sapient Cat-Sìth at your location. They last until they are destroyed They are controlled by you. This Artifact 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 4 dice to dodge, Grapple, or make unarmed Attacks. Their unarmed Attacks have 50 feet of range and deal +0 Damage.
  • Body/Mind: Minions have 5 Body. Your companion is roughly the size of a wolf. Your minions roll 7 Mind resistance dice.
  • Armor: Minions have 2 Armor.
  • Movement: Minions can move 40 feet per Round as Free Movement and double that when performing an all-out Sprint. Your minions can fly at their normal movement speed.
  • Intelligence: Minions have human-level intelligence and can speak your language. They lack manual dexterity and cannot use equipment, Artifacts, or Consumables designed for humans.
  • Actions: Any Perception checks they make are rolled with 4 dice. Your minion is able to Stalking with a 8 dice pool. Any other roll is made with 4 dice. They can lift and haul as though they have 2 Brawn.
  • Powers: Your companion can Exert their Mind using your Mind and spend your Source.
  • Unusual: Minions are obviously Alien to any observer.

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.

  • Your companion heals fully during each Downtime, but is not healed fully when you re-summon them.
  • Your companion is affected normally by Artifacts and Energy Transfer.
  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Exert your Mind and spend an Action. Roll Intellect + Athletics at Difficulty 6.

If you succeed, you create a barrier around yourself, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.

The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

This Effect is not obvious, and the only sign you are using an Effect is a light static effect around them. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

  • Effects which circumvent Armor completely also circumvent your barrier.

Exert your Mind and spend 1 minute to activate. You must actively and obviously use Doctor's Bag to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + Medicine 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.

Stock Activated Gifts

Exert your Mind and spend an Action.

Your senses are enhanced in the following way. Lasts for three hours.

  • Thermal: You are able to "see" heat signatures within your line of sight.
  • Hearing: You automatically know the origin location of any sound you hear, and you can tell which Action caused the sound.

  • Your thermal vision allows you to judge temperatures of surfaces fairly accurately as long as they are within livable temperatures.

Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.

Summon a single Sapient goon 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 4 dice to dodge, Grapple, or make melee Attacks. Their unarmed Attacks are melee range and deal +2 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. 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.

  • 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 an Action. You must use up a container of fine powder in order to activate this Effect.

You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.

  • This includes any objects that come into range during activation.
  • This Effect does not satisfy the line of sight targeting requirement for other Effects.

Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.

Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.

Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).

While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.

  • The time reduction on non-Movement Actions applies only to the parts of actions when your personal speed is a factor,: pouring water or smoking a steak are not affected, but constructing a shelter or picking a lock would be. The GM will determine how much the total time is reduced based on how relevant personal speed is to the task.
  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

Exert your Mind and spend an Action.

You may move easily and without a roll in any of the following situations. Lasts 2 hours.

  • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at your normal movespeed.