Forced Donation

2
Requires Seasoned
The power to store things in a hidden stash.
Used by Jake Daniels, Created by August.
(This Effect is obviously Alien when used. )

Sam is very quick with his hands, so he can easily steal things from others just because he wants to. Where those things go though... That's for him to tell you. His hands appear aimed at the object before quickly getting snatched away. If someone is holding it, however, Jake's cheeky little grin appears as a sort of afterimage as he steals said possession.


Spend a Quick Action.

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 grappled, or otherwise controlled by you. You may Exert your Mind and spend an Action to stash items in others' possession, but they automatically notice that you stole the item.

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 7 things at a time.

You may choose to equip any equipment you withdraw at no additional cost.

Possession of this Power grants the following Trauma at all times: Kleptomania: You can’t help but take things that don’t belong to you. Whenever you move to a new location, you must succeed a Self-Control roll, or you must attempt to steal something in your immediate vicinity. and Quick lips You just love to run your mouth with nonsense without actually thinking about it You have trouble with honesty and generally find it much easier and safer to make things up. Any time you are asked about yourself, or are offering information about yourself, you must succeed a Self-Control roll in order to tell the truth. If you are ever caught in a lie, you must Exert your Mind in order to come clean; otherwise you must attempt to justify the initial lie with more lies..

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is approximately 60 liters.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.

Community Activated Gifts

Spend a Quick Action. You must use up playing cards in order 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.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is approximately 60 liters.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.

Exert your Mind and spend two Actions performing the following ritual: guttural growls and feral tremors as Grace consumes the blood. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You may move easily and without a roll in any of the following situations. Lasts 2 hours.

  • Amphibious: You are able to move about in liquids using standard Movement rules rather than any special swimming rules.
  • Pathfinder: You are adept at making your way through crowds, underbrush, and other dense, congested environments. While doing so, you move at full speed.
  • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at half your normal movespeed.

Exert your Mind and spend a Quick Action.

You transform into A Superhero for 3 minutes. You have access to all of your Powers while you are A Superhero, 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 Brawn is increased by 1. Your Stress is reduced by 2.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -2).

While transformed, instead of your normal clothes and equipment, you are equipped with: Black Suit with a T in the middle

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.

While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.

Possession of this Power grants the following Trauma at all times: Heroism: You are a hero and you know it. (Make a Self-Control roll anytime you could rescue or save someone, but choose not to; this includes running away or fleeing endangering situations.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend an Action.

Your senses are enhanced in the following way. Lasts for three hours.

  • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.
  • Sight: You can see things that are up to a mile away as though you were only standing twenty feet away, provided your view is unobstructed.
  • Thermal: You are able to "see" heat signatures within your line of sight.

  • Your thermal vision allows you to judge temperatures of surfaces fairly accurately as long as they are within livable temperatures.

Exert your Mind and spend an Action.

You transform into wip for 3 hours. You have access to all of your Powers while you are wip, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Brawn is increased by 1. You do not suffer any Stress while transformed.

While transformed, instead of your normal clothes and equipment, you are equipped with: wip

Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: True To Heart. If you fail a Trauma roll from your limits, take a Severity 1. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.

Possession of this Artifact causes the following Trauma to manifest over the course of a day: Protect The Innocent. Self-Control to hurt someone who hasn't proven themselves a threat. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Activated Gifts

Spend a Quick Action. You must actively and obviously use a burlap sack 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.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief 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.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

Exert your Mind and spend an Action.

You transform into a brown bear 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 cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive 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.

Possession of this Power grants the following Trauma at all times: Intolerance for society. When you are in a situation with strict social protocols (like a trial or a formal dinner) roll Self-Control not to enter a flight or fight response.

  • Creature Stats
    • Large (larger than human, smaller than elephant) Body: 8. Brawn 6. Dexterity 2. Fall damage increased by 2. Armor: 1
    All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for “predators”). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.
  • Animals that are quicker than humans (like dogs) have 50 feet of Free Movement. Animals that are very slow (like turtles) have 0 feet of Free Movement.
  • You cannot transform if there is not enough room to do so.
  • The form you take must have the same stats and abilities as a single, extant animal of the relevant size.

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.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make melee Attacks. Their unarmed Attacks are melee range and deal +2 Damage.
  • Body/Mind: Minions have 5 Body. Your minions roll 3 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 3 dice. Any other roll is made with 3 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are not obviously Alien.

  • Minions die if targeted with Energy Transfer (before the Effect resolves) or if an Artifact or Consumable they use would Injure them or cause them to roll Trauma.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

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.

  • If a character is inside of you when you revert to your original form, you take a Severity-5 Injury when they burst from your innards as you shrink.
  • You cannot move in any way the object wouldn't normally be able to move. If you are a feather duster, you cannot float around, etc.