By intuitively secreting or absorbing an adhesive mucus in thin layers and channels along interlocking fingertip epithelial cells with tightly-packed nanopillars, which induce high levels of friction, Pierre can stick to surfaces, even those which are smooth or wet.
This is how tree frogs stick to things. As a result, the fingertips are always ever-so-slightly damp.
Planned Future Enhancements:
Youโre a Natural
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
Jim pulls out a paper quickly drawing a deconstructed version of the item, then he holds the edges of the paper and the item emerge from the paper fully constructed, ready to be used
Exert your Mind and spend 15 minutes. You must actively and obviously use a paper to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Intellect + Crafts to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
By eating the flesh of humans, Edgar can adopt there likeness for a time. This is a physical transformation. If he uses any powers using his Ghoul physiology, the adopted likeness shreds where this occurs.
This is a spell gleaned from fragments of Cultes des Goules, a book written on the Ghoul Cults of 16th Century France. The process is both painful & horrific, as the flesh of the target is consumed, the body of the imbiber flows like wax, melting into it's new shape.
Frequently Used Identities
Ephraim Powelton, ACSC Administrator
Galam mac Rath (Son of Fortune), Pictish King
Timmy Donner, of the Donner Party
Will Langman, AKA "Chicken," Cancerous Biker
Casey Thornton, Adventurous Camp Councilor
John "Jocko" Milligan, Catcher for the NY Giants
John Cardigan, Ghoul Slaver
Martin Wheeler, the Demon Delir
Allena, Pastel Goth Shadowmancer
Jeremy Wesley, Fiedish Accountant
Old Man Jules, Blundering Thief
Exert your Mind and spend a minute. This Effect cannot be used unless you are assuming the form of someone you have previously eaten. 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 become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
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 may directly mimic the appearance of a specific individual. You cannot alter your clothes. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. This does not conceal you against investigative Effects. 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see your flesh run like hot wax, the faces of those you have eaten in the past bubbling to the surface & vying for control.
This Effect ends if you take an Injury or are stunned or incapacitated.
Danielle Laika has always been strong, but through imbuement, she has become almost unstoppable. Her arms are almost as thick as the trees that she can fell with a single stroke of her axe. Her broad shoulders can easily shrug off blows from any force, and a flexing of her muscles can even deflect or shatter bullets.
After the Events of Game IV, Danielleโs supreme strength no longer requires that she eats an unnatural amount of protein, much to the pleasure of her digestive system.
Power comes with a price, however, and her strength can only be maintained as long as she continues to feed her body with a steady source of protein, which her body uses to heal damaged muscle and create stronger ones at a supernatural rate. This often comes from the meat of the animals that she hunts, but she's not against carrying extra protein powders and supplements in order to ensure that her muscles are always strong.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
You also gain the following effects:
You gain the following benefits at all times.
Your Charisma rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
You gain the following benefits as long as you have your Watch.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (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:
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
Finally, the girls are fusing the way theyโve wanted to since they began Contracting, three and a half years ago. It took Graceโs left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spiritโs ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spiritโs: bluish and semi-transparent, but now function just as the respective physical flesh would.
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.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
The mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustionโs penalty and duration stacks with multiple activations.
The Necromancer temporarily assumes the form of their own corpse, complete with maggots, spilled entrails, and exposed bone. They cannot move while transformed, but their empty eye sockets see as well as ever.
Exert your Mind and Spend an Action.
You transform into your own corpse for one minute. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings as normal. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
You may end this Effect prematurely as a Free Action.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you donโt die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.