Lucky I Noticed The Sirens “A good theif knows when to bail.”

3
Requires Seasoned
The power to detect all nearby Those that Have searched for Patrick and Those that are searching for Patrick.
Used by Patrick Oneal, Created by jwesley123.
(You must actively and obviously be using An object with a reflective surface.)

Patrick has started to get a feeling when something is looking for him. It’s like a sixth sense that tells him when to leave a crime scene. He can hone it further by talking to the fae in the mirrors asking if those around are looking for him.


Exert your Mind and spend at least two Actions performing the following ritual: Knocks on a mirror twice and says “Mirror Mirror who should I fear” to activate. You must actively and obviously use An object with a reflective surface to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You automatically detect all Those that Have searched for Patrick and Those that are searching for Patrick 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 and their direction, but you are not aware of their exact locations.

Even while this Effect is not active, if any Those that Have searched for Patrick or Those that are searching for Patrick come within 50 feet of you, you may roll Perception + Alertness, Difficulty 7 to detect them.

Even if there are no Those that Have searched for Patrick or Those that are searching for Patrick within 50 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.

You receive A Glimpse of their Face for each being you detect.


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Community Activated Gifts

Exert your Mind and spend an Action.

Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.

If you perform an all-out Sprint while this Effect is active, all Attacks targeting you suffer -3 dice for the next Round.

If you were moving quicker than you could without super speed and go a Round without using your Movement, you collapse and must remain immobile and resting for two Rounds.

  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

Exert your Mind and spend an Action. You must actively and obviously use a magic black choker necklace to activate this Effect. Roll Dexterity + Athletics at Difficulty 6.

If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 6 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. 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.

Possession of this Power grants the following Battle Scar: Weak Stomach.

Use up this gram of coke and spend an Action to activate.

You transform into a crackhead version of yourself for 3 minutes. You have access to all of your Powers while you are a crackhead version of yourself, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Attributes are the same.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Bonus Damage and Brawn does not act as Armor against them.

You do not suffer wound penalties while in your Alternate Form.

You cannot speak any coherent verbal language and must resort to other means of communication.

  • Reminder: Bonus Damage from multiple sources does not stack. Instead, the highest Bonus is used.
  • This consumable is destroyed when used and cannot be used again.

Use up this Red cream and spend a minute. Select a Battle Scar on yourself to treat.

The treated Battle Scar heals as you finish activating this Effect.

  • This consumable is destroyed when used and cannot be used again.

Expend a point of Battery and spend 1 minute. You must use up one standard unit of currency for the current game world in order 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 Charisma + Influence 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 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).
  • If you are able to activate this Effect as a Reaction, its roll contests the incoming Attack.

Stock Activated 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).
  • If you are able to activate this Effect as a Reaction, its roll contests the incoming Attack.

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:

  • Evasive Maneuvers: During your turn, if you moved mostly through the air but traveled less than your Free Movement, all attacks against you are at a -2 dice penalty until your next turn.
  • Earthbound: You cannot fly or glide in an atmosphere thin enough to be unbreathable.
  • Weight-Limited: This Effect is suppressed any time you are over-encumbered.

  • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
  • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

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.

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.

Expend a point of Battery and spend an Action.

You automatically detect all people wielding weapons within 300 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.

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