Nina, the Siberian cat, boasts a thick, luxurious coat of tan and white fur, with striking green eyes that shimmer with intelligence. Her movements are fluid and stealthy, allowing her to blend seamlessly into the shadows as she communicates with Soren, often perched nearby with an air of quiet confidence.
Soren found this cat when she was just a kitten at one of his stake-outs into a suspected supernatural old money family in Bavaria, but decided to keep it. As she grew up, she began to develop human speech at a very fast pace, this was quite clearly a supernatural cat, Soren knew he couldn't just hand her over to the feds. As a result, he raised her as his own; she had acquired human-level intelligence astoundingly quickly and began to develop her own personality.
As Nina grew older she informed Soren of her abilities, allowing him to be able to summon her at will, forming a supernatural pact with him. He now takes her with him on his missions, using her innate stealth and observation abilities to assist him.
Nina has a witty and observant personality, often displaying a dry sense of humour that catches Soren off guard. She is fiercely independent and prefers to watch the world from a distance, but when Soren is in danger, she becomes fiercely protective, ready to lend her unique abilities to assist him in any way she can.
Exert your Mind and spend two Actions performing the following ritual: You reach into your pockets and pull out a cat. You must actively and obviously use Coat Pockets to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon the one and only Sapient Siberian Cat at your location. They last for two hours or until they are destroyed. They are controlled by you. They will attack any Nonliving, Animate targets they encounter immediately and will ignore your commands to do otherwise. You may have at most one minion active at a time.
If killed, you cannot re-summon your minion until after your next Contract.
Your eyes and the thing(s) being handled have a faint slivery glow.
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 4 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:
Blue energy covers Wei's hands just before he strikes with a quick chop to the target.
Exert your Mind and spend an Action or Reaction. Select a Object or Construct Object within arm's reach no larger than a duffel bag (35 liters). You must use up Alcohol in order to activate this Effect. Roll Brawn + Alertness Difficulty 6. Sapient targets may resist by rolling Mind at Difficulty 8.
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.
Minerva closes her eyes, and opens her mind for a minute, tracking someone down in the Dreamscape.
Spend a minute. Select a Sapient target within arm's reach. You must actively and obviously use silver fox pendant to activate this Effect. At the end of your investigation, roll Charisma + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Battle Scar: Weak Stomach.
Possession of this Power grants the following Trauma at all times: Nyctophobia.
You cannot investigate the same target more than once per day.
Centered around the lantern containing the flame of his demised wife he can channel souls sacrificed to the flame creating a uniquely textured matter that can be manipulated
Ghost Ash is the remnants of sacrificed souls and is a powdery substance that can be channeled into a structure as hard as stone. Ghost ash when channeled to make structures has the appearance and texture of deformed faces
Exert your Mind and spend an Action. Select a Location within 50 feet. You must actively and obviously use Spirit Lantern to activate this Effect.
Select one of the following alterations to create out of Ghost Ash originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts three hours but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 3 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
Anyone who tries to climb or move across your alterations takes 1 Damage each time they do so. Such alterations are obviously dangerous.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Burning ashes of the dead.
Filled with the holy spirit, Jarrod can't go anywhere that he is not understood, where he may spread the good word. Jarrod will begin speaking in the language of whomever he is speaking to, and will be able to understand anyone he hears.
You gain the following benefits at all times.
You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language.
The Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1). The target's Armor is fully effective against this Damage.
You also gain the following effects:
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 transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Flight is brief but quick, and she must return to the ground in one minute.
Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying: