Harold Polk embodies the pinnacle of spycraft, blending classic espionage skills with a self-hypnosis regimen grounded in Speech Act Theory. Through carefully crafted hypnotic phrases, he has reprogrammed his mind into a weapon of perception and influence. His mental conditioning allows him to follow multiple streams of awareness, effortlessly tracking conversations and hidden details in his surroundings. Each observation is absorbed like a new language, allowing him to mimic skills and knowledge with uncanny ease, as though he’s slipping into a role. In critical moments, a single, self-planted word—“clarity”—sharpens his mind to a fine edge, guiding his thoughts with the precision of a spy and the insight of a linguist. Through this unique form of self-hypnosis, Harold’s mind has become his greatest tool, a finely tuned instrument that lets him move through any scene with flawless subtlety and control, embodying the true essence of espionage.
You gain the following benefits at all times.
Your Intellect rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level each Round. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
If you do die, as long as a piece the size of a finger remains, you may fully regrow back to life from it. This takes a full month and you must be in a habitable environment.
You may choose to heal any Battle Scar on yourself that is not caused by an Injury. Recovery takes one day, and the Battle Scar affects you fully until that time.
You don't have a brain or nervous system anymore. Every muscle cell of your body now act as neurons and nerves at the same time; they also take their place .
Your control over your body is more and more powerful by evolving but you can't hide as a human as good as before.
Your pupils are red and cat-like as a result.
Since the eyes are connected to the nervous system they evolved to adapt to this new body.
You gain the following benefits at all times.
You are permanently and visibly transformed: your eyes have red cat like pupils. You are considered to be a Sapient, Living being when targeted. Your Intellect is increased by 1.
Selma locks eyes with her target, tilting her head slightly as if listening to something faint and distant. For an instant, a faint ripple of golden light flickers across her own pupils — almost like looking through stained glass. Observers may feel the air pressure shift slightly, like the moment just before a storm. The target may feel an intense moment of being "seen" too deeply — as if someone is peeling them apart with a glance — but no physical mark is left behind.
Selma’s whispers are not simply words — they are connections to the delicate boundary between life and death. This Gift allows her to see people not as they appear, but as the sum of every flaw, every strain, every ticking clock inside them. It is not magic, nor science — it is a natural evolution of her vow to understand and one day perfect death itself.
Every sickness, every scar, every inevitable breakdown of flesh: now a familiar hymn sung directly into her mind.
(In the space between heartbeats, Selma leans closer — no words spoken aloud. Instead, something unseen hums in the air around her, drawing out the fragile, hidden truths tucked beneath skin and bone. Every illness, every weakness, every slow-brewing death — whispered into her mind like a prayer.)
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. At the end of your investigation, roll Intellect + Medicine at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
A hunter's overall auditory, olfactory, and visual senses are enhanced exponentially, this gives them strong tracking skills.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Any heightened senses require you to maintain Concentration to use, and do not apply to any passive Perception checks.
Upon drinking the Hunter potion, they will receive an influx of knowledge on how to survive and hunt targets in the wilderness, as well as how to place traps.
They possess inhuman physical qualities, giving them increased strength, speed, reaction, body control, and natural healing ability.
You gain the following benefits at all times.
You are permanently and visibly transformed: ________. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Dexterity is increased by 1.
Your body is adapted to Trapping (This counts as a secondary) and Survival. You receive +3 dice on non-attack rolls related to Trapping (This counts as a secondary) and Survival.
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials 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 one minute 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 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects: