Nathan forms a mirror around his target and his reflection shatters his target's reflection. The target's reflection is left disformed, broken with gaps and missing portions. Nathan's reflection then molds reflections of various essences to fill the gaps.
Exert your Mind and spend 30 minutes. Select a Living target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see an entities reflection, essence of being and thus soul become fractured, disfigured and replaced, altering them fundamentally.
The gift itself simply takes the form of a blackening on his hand when he fires his gun
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
Momma Ettu can verbally summon a 'Bogeyman' by verbally implying one is present and a danger, through story or statement like 'There's a bogeyman in these woods' or 'Ive heard bogeyman... " Etc.
Immediately after, a bogeyman imp-like creature will appear from somewhere out of sight (behind a tree, or around a corner or something when possible, but directly behind them if no other options are available within 15 feet or so). They follow Ettu's lore given during the summons, although she can always change the story. They will always attempt to approach stealthed, and hunt as a predator would- lunging when the target is distracted, when they're spotted, or when they manage to get close enough to catch the target unaware- where they will promptly lunge at the targets throat or chest area.
https://imgur.com/gallery/S9qdw2L
Bogeyman are notorious for being able to find you, no matter how far you run. (They can attempt to track people, somehow, despite lack of obvious eyes)
She was inbued and taught to control and invoke existing spirits by her family as a child. She works with bogeymen because not only are they vicious, but every moment they're under her control, is a moment they're not hunting children to eat.
Exert your Mind and spend an Action. This Effect cannot be used unless Someone must be around to hear her imply that bogeymen are here, and someone deserves it.
Summon the one and only Sapient A Bogeyman at your location. They last until they are destroyed They are controlled by you. You may have at most one minion active at a time.
If killed, you cannot re-summon your minion until after your next Contract.
You gain the following benefits at all times.
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).
You also gain the following effects:
Personnel inside the cell have stated that they feel a heavy sense of dread, fear, anger, and general depression, as well as hearing constant, nearly inaudible whispering upon immediate entry. A prolonged stay causes severe migraines, suicidal tendencies, heavy hemorrhaging of blood vessels around the eyes and inside the mouth and nose, general hostility to others, and for the whispering to increase to almost deafening volumes, intersected by a constant mocking laughter.
Exert your Mind and spend an Action to activate. Choose a location within 20 feet. All Sapient or Animate targets within 20 feet within 20 feet of it are affected. This Effect cannot be used unless The target must not have undergone therapy for the antics of SCP-035 prior. Affected targets may resist by rolling Mind at Difficulty 8. If they are incapacitated or unconscious, they fail automatically.
If they fail, your target will take 2 points of Mind damage and gain two new Traumas selected by the GM. these Traumas may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
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.
Frankie starts calling for Mikey to come. A door appears right next to Frankie out of no where.
Exert your Mind and spend an Action.
Summon the one and only Sapient machine guy Mikey at your location. They last for two hours or until they move more than 150 feet from you or are destroyed. They are controlled by you. You may have at most one minion active at a time.
If killed, you cannot re-summon your minion until after your next Contract.
Possession of this Power grants the following Battle Scar: Missing fingers.
EzFake is an app that appears on any cell phone the influencer holds as long as they are holding it. The influencer need only make a selection and focus their will to project a lifelike forgery into the world in front of them. It may be an object, a creature, or even a specific person, and they can speak and make sounds as well.
The Influencer gets ready to film, and focuses fully on getting a good shot. After all, no video doctoring software can compete with a real life forgery which can be filmed from any number of directions by anyone's camera and appear legitimate.
Exert your Mind and spend two Actions performing the following ritual: open up the app on your cell phone, make your selection, and prepare to film. Select a target within arm's reach. You must actively and obviously use cell phone camera to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Choose an illusion to generate, which can be no larger than a person.
The chosen illusion is generated at your target, and it will remain in place as long as you maintain Concentration or you choose to end it. It can be perceived by people through their smell, hearing, and sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
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 can choose to perceive it or not at will.
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.
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. 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.
Finally, the girls are fusing the way they’ve wanted to since they began Contracting, three and a half years ago. It took Grace’s left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spirit’s ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spirit’s: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
The Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation. While they do, they take on a blank, vacant stare in the direction of their target, and appear to be muttering gibberish to themselves under their breath.
Exert your Mind and spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you can see your target.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.