Demonic pact

6
1 Reward assigned
The power to summon a minion which can fight and act on your behalf.
Used by Bengt (The Janitor), Created by Cy.
(This Effect is obviously Alien when used. When activating this Effect, it is obvious that you are creating a minion in some way. Minions are obviously Alien to any observer. )

A Demonic creature appears in a puff of smoke


Exert your Mind and spend an Action.

Summon the one and only Sapient Bob at your location. They last until they are destroyed They are controlled by you. 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 5 dice to dodge, Grapple, or make *place holder* Attacks. Their unarmed Attacks have 50 feet of range and deal +2 Damage.
  • Body/Mind: Minions have 5 Body. Your minions roll 7 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 20 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 can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 4 dice. 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. Your companion has access to *place holder*. Only one of you can benefit from a given Passive Power at a time, and you can switch who has access as a Free Action. You and your companion cannot activate the same Effect on the same Round.
  • Unusual: Minions are obviously Alien to any observer.

If killed, you cannot re-summon your minion until after your next Contract.

  • 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.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Community Power Gifts

Spend a minute. Select a Sapient target or a Creature within 20 feet. You may select a target at any range if you use up a one-time Divinity OS manifested QR code from a photo, can see them digitally or through a reflection of the target. This Effect cannot be used unless you or someone 'in your party' (maximum 3) has personally interacted with the target and there is a device near the target operating or, connected to, in some way with the Divinity OS. You must actively and obviously use an electronic device capable of some form of internet or networking to activate this Effect. At the end of your investigation, roll Intellect + Technology at Difficulty 6.

You learn all the following information about your target:

  • You determine any medical or physiological issues they have, as well as their species and a general overview of their biology.
  • You learn the target's name, nicknames, screen names, and aliases.

The quality and specificity of information gained depends on your Outcome.

Any information you gather is manifested above the target as an intangible display name with a debuff marker(s). If mortal there's a tag displaying such under the name. This is automatically published in the Farside Bestiary Lookup Tool as an example for the given target if applicable and made publicly available.

This Gift's Cost is capped at 2 and cannot be increased further.

You cannot investigate the same target more than once per day.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

With Bryan reaching new levels of power, he has not only begun to develop through his mind and skills, but body as well. As such, he's now starting to gain abilities that can change his physiology. Basically looks like that one girl in the Akatsuki from Naruto (Konan).

Exert your Mind and spend an Action. You must use up folding paper in order to activate this Effect. 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 silhouette of paper sheets for the next hour. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.

While in this form, you can squeeze through any gap that is not water-tight.

Damage from standard attacks is halved, but Damage from AOE effects is increased by 1.

You cannot communicate while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.

You have access to your Powers while transformed.

You may use equipment while transformed.

Possession of this Power grants the following Battle Scar: Made From Paper: You are vulnerable to fire while transformed. While in your Amorphous Transformation, the Severity of any Injury caused by fire is increased by 2.

Exert your Mind and spend eight hours to activate. Select a Living target within arm's reach. You cannot target yourself. The target can easily Resist.

You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:

  • Specialized: You receive +2 dice to a particular non-combat Action.
  • Environmental Adaptation: You do not suffer harm from heat, cold, pressure, or lack of oxygen in a particular environment, provided that challenge normally exists in that environment.
  • Implanted Tool: You have access to the functionality of some common Device at all times. The selected Device can be no larger than a motorcycle helmet.
  • Armor: You have 2 Armor at all times. As always, Armor from multiple sources does not stack.
  • Pouch: Part of your body functions as a hidden pocket. It can hold no more than a briefcase (15 liters).
  • Zippy: Your Free Movement is increased by 10 feet.
  • Maws and Claws: Your unarmed attacks do +2 Weapon Damage instead of -1.

The augmentations you provide are not outwardly visible nor obvious.

  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You can target yourself if you qualify as a valid target by the other requirements.

Based on the legend of King Arthur's legendary receiving of Excalibur from the Lady of The Lake.

You gain the following benefits as long as you are engaged in combat with melee weapons.

Your attacks with melee weapons deal +3 Bonus Damage. Armor is fully effective against this damage.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

Spend an Action. Select a door, lock, or locked target within 20 feet that is no more complex than a personal safe door or a keycard reader. Cannot be used on Alien technology. You must actively and obviously use a leather journal to activate this Effect.

You may lock, unlock, and/or open your target.

  • Any door or restraint that is fastened or shut with a mechanism may be considered locked, at the GM's discretion. Can be used on control panels or other electronic locks, but not computer security systems.
  • If you operate a locking mechanism through this Effect which has some other secondary effect (such as the ignition on a car causing the car to start) you may cause that effect as well.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Stock Power Gifts

You gain the following benefits at all times.

You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.

You gain the following benefits at all times.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • In-Network Coverage: Any rolls to provide medical treatment to treating an Injury, including Effect activations, receive +2 dice.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.

Exert your Mind and spend an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.

The target can communicate in your language for the next hour.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Hearing: You are capable of perceiving physical shapes via sound. You must produce a cricket chirp to “ping” with your echolocation each Round you wish to use it.

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.