Maze's challenge manifests itself in a simple game of navigating an area, embodying an explorer who wants players to get past the conditions in the region and make it out safely. The true challenge is the entire forest is against them, and they must get out before the rabbits, the plant life, or any other factors make that goal impossible.
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Maze summons a region of flowers, creatures, and undergrowth around the area and brings his world wherever he is, which looks like a cell-shaded forest. In this zone, a number of things occur:
+ A dense undergrowth of vines and shrubs seems to blanket the forest floor, while those in the sky are accosted by small dragons that would actively slow down anyone they see. Doing so at the behest of their father; Maze, who hatched them.
+ A number of bunnies with red scarves lurk around and hassle anyone who is foreign to the location with harmless traps in an effort to exhaust them. Selectively trained by Maze, they were taken in at the behest of his friend Shimizu Tsukihi.
+ Drifting on the wind is a toxic pollen that induces an almost drunken intoxication, similar to drinking a heavy amount of alcohol. Causing dizziness, mental sedation, and limited inhibitions. Coming from a flower he's grown himself.
Exert your Mind and spend an Action. Select a Location within 200 feet of you. Choose a 3-D shape that will define the borders of your Effect. You may choose not to pay this Effect’s activation cost. When you activate this Effect, if it is active from a previous activation where you didn’t pay, that Effect ends. This Effect cannot be used unless Atlas is active. You must actively and obviously use Rangers Cloak to activate this Effect.
You create a zone of forest undergrowth, shrubs, and plant spores in the chosen shape, originating at the chosen Location, with a radius of 200 feet. and lasting for 5 minutes. You are fully immune to the effects of your zone. The area inside your zone is affected in any number of the following ways:
You may end this Effect prematurely as a Free Action.
German while looking at his target through his gold rimmed glasses sends fear into the target, like a prey facing a predator, they just freeze in their place
Spend an Action. Select a target within 20 feet. You must actively and obviously use glasses to activate this Effect. Roll Dexterity + Alertness (8 dice) at Difficulty 6. the target may resist by rolling Mind at Difficulty 7.
If you succeed, your target will be restricted at their location by an intangible, ethereal binding. They can still move their arms and use Effects, but cannot move to a new location.
Restricted targets may attempt to break the binding and escape by spending an Action and rolling Mind at Difficulty 7. Breaking free requires a total cumulative Outcome of twice the original Contested Outcome.
Your bindings affect intangible beings like ghosts.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
This Gift's Cost is capped at 2 and cannot be increased further.
A black aura, contained within geometric shapes of floating gold, engulfs Madame Ianthe. When it clears and the floating symbols vanish, she is replaced by a small bird, about the size of a raven, made from the aura that engulfed her and ringed by golden shapes.
Madame Ianthe is frail, and she is unable to move quickly. As such, the Madame's recourse to being threatened is to depart from her physical self on black-gold wings.
Exert your Mind and spend an Action.
You transform into a small bird made of floating golden geometric shapes and black fog for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
While transformed, you may speak and use any Influence or Communication Powers you posses.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
Patrick requires nothing but to exist.
You gain the following benefits at all times.
You no longer require any food, water, sleep, or air in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
Smoldep regenerates like a video game character, no medkit necessary. Don’t you know you can heal just by walking around unimpeded a bit? No? You can’t do that?? Loser!!! Smoldep can do whatever she wants forever and your attacks are merely superficial if at all.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Once an Injury has been reduced in Severity by two levels, it no longer benefits from this effect and instead heals as normal.
“His fellow pawns strode forward in hopes of becoming a better piece.”
“But this pawn wants to move past the confines of the board.”
“No longer wanting to serve to the player.”
“To leave it all behind.”
“But in the end, it’s still just a piece.”
You gain the following benefits at all times.
Your Dexterity rating is increased by 3. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Terror, Bereaved, and Nightmare: Pigs.
You also gain the following effects:
The Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
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 (7 dice) 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 mystic can meld their aura with another, allowing them to superimpose their being, physical and mental, into a target. Observers witness the mystic fading and entering their target's body as wisps of smoke, leaving no trace of their own body behind.
While inside, they can control their target's actions. Affected targets have no memory of the experience.
Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a Living or Sapient target within arm's reach. Roll Intellect + Occult (6 dice) at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for the Contested Outcome in minutes. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.
You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.