Aspect of Preservation Stay hydrated for much longer than usual.

1
You possess reduced biological needs.
Used by Ryan Stiller, Created by niceping.

Heart, 'the Temple Unceasing', the Aspect which protects and preserves. In this case, only preserves, and not completely. But even this is more than enough for the occultists to be giddy, as they stay up all day and all night, conducting their research into what lies beneath the surface.


You gain the following benefits at all times.

You may go five times longer than a normal human without food, water, sleep, and air.


Community Power Gifts

Exert your Mind and spend 30 seconds to turn A Fine meal into a trap. This trap lasts one day or until triggered or disarmed. Audiences or mobs with a singular focus count as one target. Roll Charisma + Crafts at Difficulty 6.

The trap looks like A Fine meal. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.

Any Sapient, Living target within within 5 feet that uses the trap as A Fine meal will trigger it. All affected targets may resist by rolling Mind at Difficulty 7.

When the trap is triggered, the targets will keep their full attention focused on the trap for contested Outcome in minutes. They will automatically fail any rolls related to noticing anything other than the trap.

The Effect ends if the trap is destroyed, or the target cannot perceive it. The Effect ends early if the target is Injured or violence occurs nearby.

This does not affect the target’s opinion of the trap or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on the trap. Fascinated targets cannot Concentrate.

Fascinated targets are at a -2 dice penalty to any rolls they make to resist any other Effects that you attempt to use on them.

  • Triggering the trap requires an Action from the target, not merely an incidental glance.
  • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
  • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities. They must achieve an Outcome of 4 or higher on a Perception + Alertness roll to do so.

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

+2 dice to all rolls with greatswords. You may Defend against firearm attacks from any range using greatswords.

You also gain the following effects:

  • Heavy Strikes: If you are attacking with a blunt weapon, if your attack causes an Injury you may choose to knock the target down and back 15 feet. Standing up is typically a Quick Action.
  • Two Swords are better than One: If you are wielding two melee weapons, your Weapon Damage is increased by 1, and you receive +2 dice to any Clash. If you split your Outcome to attack two targets, any target you successfully hit takes the full Weapon Damage and full Bonus Damage.

  • 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 (unless you win a coin flip) and spend an Action to activate. You must use up Acupuncture Needles in order to activate this Effect.

Your Body Penalty is reduced to 0. Lasts for one hour. Does not reduce Mind Penalty.

You may move at your normal speed and still maintain Concentration.

Exert your Mind and spend 1 minute to activate. You must use up The blood of a freshly killed small animal. in order to activate this Effect.

Choose an Object which could fit inside a messenger bag (up to 10 liters). It cannot be Alien and must be relatively basic. You cannot create explosives. You may create firearms.

Roll Intellect + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Created item lasts 1 hour.

You may keep up to three fabricated objects at a time that do not expire after an hour.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Desmond has to brutally murder a small animal..

  • If you want to make a new object which doesn't expire and you already have 3, you must choose one of those three and let it expire. You can still fabricate temporary items when you are maxed out on permanent ones.
  • 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 fabricate a container of something so long as it contains a single type of thing (such as a tank of water) or it is designed to be packaged together (such as a first aid kit).
  • For setting the difficulty for the fabrication roll, something like a "shirt" would be difficulty 5, whereas "Police uniform" would be difficulty 9. The Outcome determines overall quality and how well the item fits the request.

Spend one minute. Select a target within 45 feet. Choose an illusion to generate, which can be no larger than a briefcase.

The chosen illusion is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their sight. The illusion cannot be used as an attack. You cannot make an exact replica of an existing Animate being or Object.

Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.

The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.

This Gift's Cost is capped at 2 and cannot be increased further.

  • while you can use an illusion to obscure something smaller, you cannot make anything directly invisible (you can’t make a tank look like a regular baseball, but you can hide it in an illusion of a giant baseball).
  • You may only puppeteer a single illusion at once.
  • 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.

Stock Power Gifts

Exert your Mind and spend 1 minute. You must actively and obviously use a top hat 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 Perception + Occult to fabricate 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 Difficulty for the fabrication roll increases based on specificity. Something like a "shirt" would be Difficulty 5, whereas "Police uniform" would be Difficulty 9. The Outcome determines overall quality and how well the item fits the request.
  • You can fabricate a container of something so long as it contains a single type of thing (such as a tank of water) or it is designed to be packaged together (such as a first aid kit).

Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics 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. Armor is fully effective against this Damage.

You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.

This Gift's Cost is capped at 2 and cannot be increased further.

  • 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 and spend a minute. 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:

  • A single Trauma
  • Up to two points of Mind damage
  • A single Injury and any Battle Scars it caused
Both yourself and the target can take no other Actions until the transfer is complete, or it will fail. Cannot be used again for the next hour.

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. Exhaustion’s penalty and duration stacks with multiple activations.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • 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.

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:

  • Specialized: You receive +2 dice to a particular non-combat Action.
  • Environmental Adaptation: You do not suffer harm from heat, cold, pressure, or lack of oxygen in a particular environment, provided that challenge normally exists in that environment.
  • Implanted Tool: You have access to the functionality of some common Device at all times. The selected Device can be no larger than a motorcycle helmet.
  • Armor: You have 2 Armor at all times. As always, Armor from multiple sources does not stack.
  • Pouch: Part of your body functions as a hidden pocket. It can hold no more than a briefcase (15 liters).
  • Zippy: Your Free Movement is increased by 10 feet.
  • Maws and Claws: Your unarmed attacks do +2 Weapon Damage instead of -1.

This Gift's Cost is capped at 2 and cannot be increased further.

Your alteration "heals" over the course of the next month, after which it is fully cured.

  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You may not augment targets with pouches or implanted devices that are larger than they are.
  • Targets without Body ratings may have a maximum of 4 augmentations.
  • 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 and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.

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 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 cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.

This Effect ends if you take an Injury or are stunned or incapacitated.

While disguised, you cannot use any Activated or Targeted Powers.

  • While you may alter your outfit's appearance, this does not grant or store equipment.