Gulliver touches his target gripping their shoulder, pushing his energy of the forest into their soul, slowly transforming them into his pets and followers. Into the woodland creatures that serve him
Exert your Mind and Spend an Action. Select a Living target within arm's reach. Roll Brawn + Influence at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
If you inflict two Extreme (Outcome > 3) Battle Scars on the target, you may transform them fully into another species.
All alterations you make must Woodland creatures.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The Contractor begins to dance, and while dancing fire will gather around them, with a finishing flourish fire will either start or end.
Exert your Mind and spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire).
You may start or extinguish a fire as large as a fire in a residential fireplace at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 3 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
Eddie holds out a piece of cheese in his hand and the ghostly translucent form of an astral rat lycanthrope man in a prison uniform materializes from the ether, beckoned by the scent of delectable frommage.
Eddie has joined the Rat Pack in prison and now they're family. The Rat Pack has members on standby to astral project and be Eddie's assistant during his Contracts (the real person astral projecting doesn't die though).
---
Lifting and Hauling
If you want to lift more than three times your encumbrance limit, you must spend an Action and maintain Concentration.
You may lift any object up to your Lifting Maximum and still move 10 feet per Round as long as you maintain Concentration. Objects designed for easy lifting (e.g. olympic weights) may count as less weight at the GM’s discretion.
Encumbrance: 30lbs
Must concentrate: 90lbs
Lifting Maximum: 125lbs
Exert your Mind and spend an Action. You must actively and obviously use cheese to activate this Effect.
Summon a single Non-Sapient, Animate Astral Rat Lycanthrope 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 active at a time.
The gift manifests as an unworldly strength. Things that the wielder's body wouldn't usually be able to do are possible, they hit harder, and they are more resistant to taking damage.
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:
Anthony bears a brand on his forehead in the shape of the inverted cross. On close inspection, the brand seems to smoulder faintly while he is deep in thought, and almost seems to emit a faint light.
The source of Anthony's preternatural genius is not his own - it is the Lord. Through his brand, the Lord offers visions and insights to Anthony: never anything precise or anything complete, but enough that they allow him to make leaps of logic impossible to normal people, and to think, act, and respond quicker than is humanly possible, as his thoughts are completed by the Lord in the same span as he has them. The knowledge almost always comes in metaphor or visions, never direct conclusions, and serves less to provide completely new information to Anthony than to highlight details or make connections between things he already knows, but would be unable to combine on his own.
You gain the following benefits as long as you have your scar in the shape of the inverted cross on your forehead.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Obligate Savior: You must roll Self Control in order to break one of your limits.
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:
Nikki's plays a sad song that evokes feelings of loss and longing as his mind slides back from the Fleshlands into his native Shadowlands. He follows the connection the dead left to it's physical remains in the world and engages the consciousness in conversation.
Exert your Mind and spend one minute. Select a Dead target of which you have a fetter.
The target can communicate in your language for the next hour.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying:
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The mutant has gained some control over their genetic instability, allowing them to trigger a mutation at will. When the need arises, their flesh warps and twists, and a new mutation manifests that is suited to whatever obstacle the mutant happens to be facing at the time.
Spend 30 minutes. You may only target yourself. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
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.