the deer god takes her crackers and replace it with a comically large version of what she wants
Exert your Mind and spend 1 minute. You must actively and obviously use deer crackers 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 cannot create firearms.
Roll Brawn + Alertness 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.
The Wrangler’s body contorts, limbs jerking and twisting in unnatural, stuttering motions, his avatar emits visuals similar to that of cracking/breaking bones. It's like watching someone halfway between being alive and corrupted code
Exert your Mind and spend an Action.
You and everything you are carrying is obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see The Wrangler’s body contorts, limbs jerking and twisting in unnatural, stuttering motions, his avatar emits visuals similar to that of cracking/breaking bones. It's like watching someone halfway between being alive and corrupted code..
The Vermin King's body breaks apart into a swarm of Verminous creatures, from Rats, to Cockroaches, to weasels. The Tide of Vermin consists of Vermin native to the region, and can mimic normal Vermin behaviour.
Exert your Mind and spend an Action to activate.
You transform into A swarm of Vermin for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. It is not necessarily obvious that your transformed state is an unusual phenomena or that it is acting with singular purpose.
While in this form, you can squeeze through any gap that a rodent could fit through.
Damage from standard attacks is halved, but damage from AOE effects is increased by 1.
You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.
Apex Cryptid: The Primordial Shift
The moment you activate this power, a deep, guttural resonance hums through the air—like a chorus of ancient, forgotten beasts calling from the dark corners of the earth. Your body twists and stretches, bones popping and muscles coiling into unfamiliar shapes. Your skin ripples with patterns that seem to mimic the natural camouflage of apex predators long thought extinct. Scales, fur, or chitinous plates may shimmer across your form, shifting with every step as though the essence of cryptids from across the globe surges through your veins.
Your human instincts dull as primal instincts take hold. Words become foreign; the structure of language replaced by a heightened awareness of your surroundings. The scent of fear hangs like a thick mist, every sound sharpened into a potential threat or prey. Your hands become crude tools—talons, claws, or massive, rugged fingers that can grasp but never delicately control.
Stress dissolves as the primal mindset overtakes you. The noise of human worries is replaced with the singular clarity of survival and dominance. In this form, you are an echo of the unknown, the whispered terror of campfire stories given flesh.
Apex Cryptid → Amalgamation of Cryptids: The Unveiling
If the battle turns against you—if pain strikes deep and the cryptid essence within senses true danger—a terrifying metamorphosis unfolds.
Your body convulses, and the injuries that should cripple you instead fuel a grotesque evolution. Limbs elongate and twist, growing jagged with predatory adaptations stolen from creatures lost to time. Gills flare along your neck. Serrated fangs emerge where human teeth once sat. The eyes of countless predators open across your body, each gazing with predatory instinct.
For one breathless minute, you become the embodiment of earth’s cryptid lore—a walking nightmare of mismatched power. Movement becomes instinctive, effortless. Every step feels like a hunt, and every breath crackles with the potential of the predator’s pounce. The air itself seems to recoil, bending to your unnerving presence
Exert your Mind and spend an Action.
You transform into Apex Cryptid for 30 minutes. You have access to all of your Powers while you are Apex Cryptid, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.
While transformed, your Attributes are the same. Your Stress is reduced by 2.
If you take Injuries totaling 4 Severity or higher while transformed, you recover all Injuries and change into Amaglamation Of Crytids Across the earth. All dice rolls are at -1 Difficulty for the next minute or until this Effect ends. Cooldown 1 day.
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
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.
Violet's hair glows slightly as she moves through
You gain the following benefits at all times.
Whenever you use your Movement, after all other calculations, the distance you may travel is increased by 25 feet.
An immaterial sword slowly appears out of Lod's chest. It forms from my blood and becomes incorporeal and then flies to the target. While flying my blood slowly drips down onto the ground.
Spend an Action. Select a target within 45 feet. Roll Intellect + Firearms Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a blinding dark light comes out of my chest and flies to the target while dripping with my blood.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Battle Scar: weak stomach.
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
The detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The doctor is a master at surgical transplantation. As long as they have a donor part, they can replace any permanent, lingering battle scars on their patient. Of course, the transplanted part doesn't always match, and the patient must be careful to follow the doctor's aftercare orders, or the replacement will be rejected.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up a donor body part matching the injured area in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
Healing a Battle Scar in this way leaves behind a mismatched replacement on the target which cannot be healed.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The influencer knows just how to-- well-- influence people. By following a suggestion with a wink, smile, or a look of astonishment, their target is sure to be swayed. Is it any wonder they have a following of such incredible fans? Hit like, smash subscribe, and for the love of all that is holy, don't forget to retweet.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.