Whenever Cinder is wounded, smoke pours out of them, the density of smoke matching the severity of the injury.
Similarly, whenever Cinder exhales, smoke follows. It magically disapates before it can build up to a harmful degree.
You gain the following benefits at all times.
You are permanently and visibly transformed: smoking wounds and breath. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
Possession of this Power grants the following Battle Scar: Disfigured.
Haerin has developed a mastery of weapons with his soul and of the souls of others. The weapons he wields now glow a pitch-black darkness as they are coated in his soul's darkness, seemingly refusing to leave his hands. "Your fight is not over; you cannot drop us," it murmurs and echoes constantly in his mind.
You gain the following benefits as long as you are engaged in combat with soul weapons.
+2 dice to all rolls with soul weapons. You may Defend against firearm attacks from any range using soul weapons.
Possession of this Power grants the following Trauma at all times: Nightmares of Angelo Yun and his memories.
You also gain the following effects:
Fors spend so much time taking photos and trying to find the perfect angle, that he notices when something isn't right about the thing he is looking at as he is so used to looking at the normal scene it ticks him off.
You gain the following benefits at all times.
Your Perception rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Most people assume Baphomet is Vita’s familiar. He's not. He’s older than that term. He’s not here to serve—he made a deal. One that stitched his fate to Vita’s heartbeat. When she made her wish, the realms cracked open, and something lonely and fanged slipped through. Now he won’t leave. He eats her leftovers, naps on ancient artifacts, and commits minor crimes when unsupervised. She wouldn’t trade him for anything.
When summoned, Vita’s shadow stretches unnaturally long, curling at the edges like smoke. A soundless pressure ripples through the air, like a breath being held too long. From the darkness coils a black-furred cat with star-flecked markings and an infuriating grin. Tiny horns glint above his eyes, and when he takes flight, leathery wings unfurl from his back like forgotten pages of a forbidden book. He lands with the weight of inevitability and the smugness of someone who’s always right.
Baphomet isn’t a summon. He’s a consequence. A fanged pact stitched into Vita’s soul when she gave up her voice and made the mistake of longing out loud. Bound not by spell or leash, but mutual understanding, Bapha walks the line between infernal companion and spiritual parasite. He's not just intelligent—he’s opinionated, meddling, and deeply invested in keeping Vita alive, mostly because he doesn’t want to go back. Where she goes, he follows, uninvited but indispensable. Their connection is deeper than magic. It’s blood, debt, and unspoken love, forged under moonlight and written in claws.
Increase your sacrificial Injury's Severity by 1 and spend an Action.
Summon the one and only Sapient demon cat 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.
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.
The skeleton devours humanoid flesh, and as it does, sinew and skin crawl over its bones. Muscle knits together in jerking spasms, molding it into the man it once was. The process is grotesque—wet, unnatural, and deeply unsettling to any who witness it.
Spend a minute. You must use up Humanoid Flesh in order to activate this Effect.
Your appearance changes to A wiry, middle-aged man with pale skin, sunken eyes, and unkempt dark hair.. The disguise lasts for two hours, or you may end it early at will.
You are only able to shift into the one predefined appearance. This new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
This Effect ends if you take an Injury or are stunned or incapacitated.
When the user touches a key of some sort, an appropriate keyhole will form in the middle of their chest, right above the heart. Putting the key in and turning it will create an opaque black opening around where the keyhole was. After reaching into the opening to store or retrieve an item, the hole closes, the key turns back and will fall out.
The name only refers to the place of the stash, it's not actually part of the body. It's more of an extension of your mind, death will result in dropping all stored items at once. Time does not move inside the stash, items will leave in the *exact* condition they entered. The key used to open the stash doesn't need to be an actual key, just something whose primary purpose is opening locks, a key card for example.
Spend a Quick Action. You must actively and obviously use some sort of key to activate this Effect.
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.
The priest's miracles expand into the treatment and curing of poisons and diseases. To do so, they require a ceremonial dedication (or often re-dedication) to the service of their god, during which the priest and the patient pray together and perform ritualistic bloodletting. These wounds burn with holy, golden fire, attacking the sinful malady and expelling it from the body.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, 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.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, 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 you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival 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.
The ninja does not approve of guns; they prefer using the bow for its stealth and versatility.
You gain the following benefits as long as engaged in combat with wooden longbows.
You receive +2 dice to all rolls using wooden longbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.
You also gain the following effects: