Iron Dragon Harun Bow down, Mortal!

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The power to summon a minion which can fight and act on your behalf.
Used by Gunnar Guðmundsson, Created by Protean.
(This Effect is obviously Alien when used. When activating this Effect, it is obvious that you are creating a minion in some way. Minions are obviously Alien to any observer. You must actively and obviously be using up a pound of metal.)

Gunnar breathes the soul of Harun the Dragon into a pound of metal. Harun then enlarges and forges the metal until it takes his original form: a horse-sized dragon with scales the same color as the metal used. Harun can hold the form for about 2 hours until the metal is burnt away.
If he dies, it takes a few weeks for him to return to power.

Harun was once one of the greatest dragons in all of Scandinavia, unique in his ability to shape any metal he wanted, not just a specific one. These times are long gone and he has to hope his chosen human vessel can help him return to former glory.


Exert your Mind and spend an Action. You must use up a pound of metal in order to activate this Effect.

Summon the one and only Sapient Harun the Spectrum at your location. They last for two hours or until they are destroyed. They are controlled by you. 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 Bite Attacks. Their unarmed Attacks are melee range and deal +0 Damage.
  • Body/Mind: Minions have 7 Body. They are roughly the size of a horse. Your minions roll 7 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 35 feet per Round as Free Movement and double that when performing an all-out Sprint. Your minions can fly at their normal movement speed.
  • Intelligence: Minions have human-level intelligence and can speak your language. They lack manual dexterity and cannot use equipment, Artifacts, or Consumables designed for humans.
  • Actions: Any Perception checks they make are rolled with 4 dice. Any other roll is made with 4 dice. They can lift and haul as though they have 7 Brawn. Riders' weight counts half for encumbrance.
  • Powers: Your companion can Exert their Mind using your Mind and spend your Source.
  • Unusual: Minions are obviously Alien to any observer.

You may end this Effect prematurely as a Free Action.

If killed, you cannot re-summon your minion until after your next Contract.

  • Your companion heals fully during each Downtime, but is not healed fully when you re-summon them.
  • Your companion is affected normally by Artifacts and Energy Transfer.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Community Power Gifts

Exert your Mind and spend an Action. Roll Brawn + Influence at Difficulty 6.

If you succeed, you create a barrier around yourself, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.

The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

This Effect is not obvious, and the only sign you are using an Effect is An intense, almost pitying stare.. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

  • Effects which circumvent Armor completely also circumvent your barrier.

You gain the following benefits as long as you are engaged in combat with melee weapons.

Your attacks with melee weapons deal +3 Bonus Damage. Armor is fully effective against this damage.

You also gain the following effects:

  • Bullet Parry: You may React to and Defend against firearms and other projectiles with melee weapons.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

Exert your Mind and spend an Action.

You automatically detect all Supernatural beings within 50 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.

If no Supernatural beings targets are within 50 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.

All Supernatural beings who you can sense are equally able to sense you.

  • This Effect does not satisfy the line of sight targeting requirement for other Effects.

Exert your Mind and spend an Action. Select a target within 50 feet. Roll Brawn + Occult 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.

Any Injury inflicted is considered Unstabilized no matter its Severity. The roll required to Stabilize it is treated as though it is a minimum of Severity 6. These wounds do not heal naturally, though Effects may still be used to heal them.

If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see foul creature with many a mouth.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of Effect. There must be no substantial obstructions between you and your target.

You gain the following benefits at all times.

You are permanently and visibly transformed: Chipmunk. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Dexterity is increased by 1.

While in Forested Envionrments, heat, cold, pressure, radiation, and other native hazards do not affect you. Dangerous local flora and fauna will not bother you unless you give them a reason.

You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.

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

Stock Power Gifts

Exert your Mind and spend a minute.

You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.

The new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. 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.

You cannot alter the appearance of your flesh and blood.

  • While you may alter your outfit's appearance, this does not grant or store equipment. This does not allow you to change the appearance of Artifacts or conceal their Alien appearance.
  • ‘Appearance’ includes voice, bone structure, skin quality, hair length and color, eye color, muscle tone, flesh texture, and generally anything perceivable about your body.

You gain the following benefits at all times.

You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.

Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.

Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.

You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.

You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.

  • Even though you're targetable as a Creature, you still are also targetable as a Sapient being.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend an Action. Select a Non-Alien, Non-Sapient, Animate target within 20 feet. This Effect cannot be used unless the target is undead.

For the next day, you may issue specific commands to your target which they will be compelled to follow.

Your commands must be relatively simple and within the target’s intellectual grasp. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.

  • Your commands must be directly communicated to your target in some way, though this does not require a shared language.
  • If targeting a Sapient target that counts as a Creature due to an Effect, you must succeed a contested Mind roll. You roll at Difficulty 6, and the target rolls at Difficulty 8.
  • 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.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.

Choose a specific type of food, water, or survival supply 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 Perception + Survival 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. Your created items no longer expire, and will last until they are destroyed.

  • You may cause a created item to expire at will as a Free Action, destroying the item.

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).

Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.

You also gain the following effects:

  • Champion of the Caber Toss: You may lift an additional 2000 pounds per point of Brawn beyond 5, and you may throw items up to this weight to a distance of your throwing roll’s Outcome x10 feet.
  • Heavy Hitter: Successful attacks made with Brawn will either knock your target back Outcome x 5 feet, or knock them down to the ground. Choose which effect the attack will have prior to rolling for it.
  • Ham-Fisted: You cannot limit yourself when handling delicate objects or physically interacting with people. You may need to roll Dexterity + Athletics to avoid breaking things or causing unintended injury.

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