The author takes his notebook and a pen and introduces his character, while writing out of nowhere, a mannequin appears and over time the minions will take their choosing form but always an animal because he loves them.
Exert your Mind and spend one minute. You must actively and obviously use pen and paper to activate this Effect.
Summon a single A fantasy figure at your location. They will last 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.
If you are watching the individual using this power, you can see that he is actively holding a magnifying glass in his hand, sometimes bringing it up to his eye, but it seems that even while holding it, it doesn't look like he is doing much with it. You can see the person looking around, even at walls, and still somehow collecting information beyond it.
Exert your Mind and spend an Action to activate. You must actively and obviously use A Magnifying Glass to activate this Effect.
You may perceive things within 50 feet of you as though there were no walls or obstacles blocking your view for the next five minutes. You must maintain Concentration to keep up the effect.
Any Perception rolls made through obstacles are rolled at +1 Difficulty.
Paulette creates an area full of flammable poisonous web.
Exert your Mind and spend an Action. Select a Location within 60 feet of you. Choose a 3-D shape that will define the borders of your Effect.
You create a zone of sticky web in the chosen shape, originating at the chosen Location, with a radius of 60 feet. and lasting for as long as you maintain Concentration. The area inside your zone is affected in the following ways:
Any time someone leaves your zone, they remain affected by your Zone Effects for an additional 3 Rounds as if they were still within the zone.
Kayleigh's proficiency with her feathers has increased to preternatural levels, allowing her to make precise shots with ease.
You gain the following benefits as long as you are engaged in combat with Razor Feathers.
+2 dice to all rolls utilizing Razor Feathers.
You also gain the following effects:
Working closely with the negative spirits she normally uses, she has finally refined a method of communicating to more friendly ones..
If she finds something she needs more information on, she can bury a coin and state it is an offering for the spirits, and a local spirit will enter the item to examine it, and whisper the information on the wind for momma ettu to hear.
Exert your Mind and spend a minute. Select a target Object within arm's reach. You must use up a silver coin, buried in order to activate this Effect. At the end of your investigation, roll Charisma + Occult at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
As this choosen warrior holds weapons their deminor changes to Crew's battle hardened expresion. Iktan's arms as now adorend with Ek Chuah (mayan god of warriors) tatoos.
After using Crew's weapon with his permision for so long, the gods have blessed Iktan with ability to honor the warrior's weapon
You gain the following benefits as long as you are engaged in combat with Spear of Leonidas.
+2 dice to all rolls with Spear of Leonidas. You may Defend against firearm attacks from any range using Spear of Leonidas.
You also gain the following effects:
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.
You cannot investigate the same target more than once per day.
The mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
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).
Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects:
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
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 aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.