Reality twists like a demented circus act. Colors brighten unnaturally, shadows stretch into grinning shapes, and the air hums with distant carnival tunes. Objects tremble with anticipation, their surfaces warping as if sketched by an unseen hand. When they come to life, they lurch and bounce with exaggerated, slapstick energy, moving as if caught in a never-ending joke.
Spend two Actions performing the following ritual: Boogers jokes with an object until it laughs to life.. Select a Inanimate target within arm's reach which could fit inside a rolling luggage bag (50 liters). You must maintain Concentration while activating this Effect, and it fails if you are interrupted. 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.
Your target will become Animated for three hours. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Possession of this Power grants the following Trauma at all times: Face of Horror (You despise being seen as "just a man in makeup" rather than a true nightmare. Whenever someone mocks your appearance, calls you fake, or insists that you’re not scary, you must succeed a Trauma roll..
Bo's missing arm has been replaced with a psychic phantom limb.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can stretch to reach an additional 30 feet.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
Your Extra Appendage is incapable of fine object manipulation.
Murphy's personality and passion is infectious. She has always been good making others feel with her, but Imbuement has taken it to the next level. It takes just a little bit of listening to their voice or virtuosic performance to start to feel with them. Their melodies pull tears and smiles out of people on a whim, but they just can't help but feel the same. Empathy is a powerful thing.
Exert your Mind and spend two Actions performing the following ritual: Murphy performs a particularly challenging riff while singing.. Select a number of Living targets equal to your Charisma within 45 feet as well as a specific emotion. You must actively and obviously use A musical instrument that uses only hands and/or feet to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll Charisma + Performance at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.
If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
If any affected target takes or deals Damage, this Effect ends.
A Laughing Scarab lies where your tongue should be. Perfect glossy chitinous wings embroidered in gold conceal lancing pincers tunneling the base of your brain stem.
You hear His voice like an echo in your throat. Is it worth the taste?
You gain the following benefits as long as you have your Laughing Scarab Tongue.
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).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
Using his immense strength, Dante can throw a projectile with frightening distance and force.
You gain the following benefits as long as you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
You also gain the following effects:
Jason Brenning's body begins to pull away from itself as it they are being torn through realms of the dead, their body vigorously shaking, and twitching violently. The sounds of the bone, flesh and sinew reform becoming audible as the ghosts break away from them and "mend" the body from within, pulling away the flesh from their own to rebuild the broken.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Dexterity + Athletics at Difficulty 8.
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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Jason Brenning's body begins to pull away from itself as it they are being torn through realms of the dead, their body vigorously shaking, and twitching violently. The sounds of the bone, flesh and sinew reform becoming audible as the ghosts break away from them and "mend" the body from within, pulling away the flesh from their own to rebuild the broken. When all is said and done, it leaves behind a bloodied mess where the wounds once were.
The mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
The Severity of any Injury caused by fire and heat is increased by 2.
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.
The Witch gazes at a calm and trusting animal and blinks, revealing eyes that have changed to match the creature's. Her body goes limp and collapses, and the witch proceeds to walk away, now temporarily borrowing the animal's body.
A borrowing Witch is a visitor in the animal's mind and cannot overstay her welcome or force the animal into danger.
Spend an Action or Reaction. Select a Non-Alien Creature target within 20 feet. The target may Resist.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious. You may perceive through your original body's senses by maintaining Concentration. If your original body is touched, you may roll Perception + Alertness to notice. You may spend an Action to end the possession early.
Stats: Any Actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.
Gifts: You do not have access to any Gifts while you are possessing your target.
Death: If the host suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body. If the possession ends and your original body was killed or destroyed, you will die.
Eviction: You cannot force your host to take Actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects: