Corpse Hound Edgar lifts his muzzle & sniffs the air, "Yeah...dead people are over there."

5
Requires Seasoned
You possess supernaturally heightened senses.
Used by Edgar Stokes, Created by Strazhari.
(This Effect has no explicit visibility requirement.)

Edgar has the sensory capacity of a ghoul: that is, a nose keen as any Bloodhound with a specific focus to locating corpses, as well as hearing able to pick up frequencies both above & below human perception. He is capable of using this extraordinary sense for echolocation, producing a "meep" that is beyond the range of human hearing. Even more revolting, his long, thin, pebbled tongue has an incredible degree of sensitivity...Edgar never forgets a taste or a face...often the same thing.


You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.
  • Hearing: You are capable of perceiving physical shapes via sound. You must produce a Ultrasonic Meep to “ping” with your echolocation each Round you wish to use it.
  • Hearing: You may hear sounds of sub- and hyper-sonic frequencies, allowing you to hear tiny things (mice, insects, etc) better, and pick up on the vibrations of massive things (earthquakes, atmospheric disruptions, etc) long before others.
  • Taste: You can recognize any flavor you have previously tasted and name it, and may determine the composition of something based on its taste.
  • Ultrasound: You may spend an Action to ultrasound a surface within arm’s reach. Doing so reveals the internal structures of beings or objects. When used on the ground or a wall, you detect any tunnels, pipes, or hallways within 40 feet.


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Community Power Gifts

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.

Exert your Mind and spend an Action to trap a region of any shape that contains your current location and fits entirely within 50 feet. This trap lasts one hour or until triggered or disarmed. Audiences or mobs with a singular focus count as one target. This Effect cannot be used unless you are trapping an illusion. You must actively and obviously use A musical instrument to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Roll Charisma + Performance at Difficulty 6.

The trap looks like A slight magenta hue to the object that draws the interest and curiosity of the viewer. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid or destroy it.

When setting the trap, specify the condition under which it will trigger. The trap can trigger against a target in the trapped region. 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 Rounds. 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 will continue even if 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.

  • Anyone who witnesses you place the trap learns about this type of trap and can avoid it at will.
  • 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.
  • The trap's triggering condition, once set, is final. The trap cannot be manually triggered or made to fire on a selected target at will.

You gain the following benefits at all times.

Your Perception rating is increased by 3. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).

Possession of this Power grants the following Trauma at all times: Paranoia.

You also gain the following effects:

  • Clear-Sighted: If you see an illusion, disguise, or other false reality, you recognize it as such but cannot immediately see through it.
  • Constant Vigilance: You may React to surprise Attacks, and you do not automatically lose initiative if ambushed or caught-flat footed. +2 dice to Initiative.
  • Gut Feeling: You may roll Perception + Alertness Difficulty 7 to detect when someone is watching you remotely, even through supernatural means. Requires Outcome 4 or higher.
  • Saw it Coming: Any time you attempt to dodge an Attack from someone lower than your position in Initiative, you may Exert your Mind to automatically succeed without a roll. You may use Source to make a Desperate Defense. There is still a maximum of one Desperate Defense per Round.
  • Seeing Double: The ranges of all your senses are multiplied by 4.
  • Sherlock: You may Exert your Mind to deduce a fragment of the chain of events that led to a particular perceivable detail of an individual or environment. This Effect reveals one piece of information that is not discoverable by a mundane investigation.

  • You can still be ambushed if you are incapacitated, stunned, or being kept unconscious supernaturally.
  • Sherlock: The amount of information received is limited at the GM's discretion but should at least contain some information that would not be learned from a mundane investigation.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Increase your sacrificial Injury's Severity by 1 and spend an Action.

You transform into The Berserker for 30 minutes. You have access to all of your Powers while you are The Berserker, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Brawn is increased by 2, your Dexterity is increased by 2, and your Charisma is increased by 2. You do not suffer any Stress while transformed.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).

You may end this Effect prematurely as a Free Action.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.

Possession of this Power grants the following Trauma at all times: Ultimate bravery, Kill or be killed Why should you let THEM live? When in a position to spare or let another live, roll self control. If you fail or botch, you MUST kill them and ANYONE who tries to stop you., and THRILL SEEKER You only feel truly alive when you're chasing another thrill. When faced with the opportunity to perform an action in a more dangerous or exciting way, you must roll Self-Control to resist..

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

In a pinch, she can illusion her irises back to normal, but she prefers to leave them like that.

Exert your Mind and spend one minute. You must actively and obviously use silver fox pendant to activate this Effect.

You may perceive things through sight within 500 feet of you with perfect clarity as though there were no walls or obstacles blocking your view for the next 30 minutes.

You may perceive through up to 15 feet of material. The Difficulty of all Perception rolls made through a wall are increased by 1 per wall.

  • 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

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 are speaking to multiple people and the target is listening.

You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.

The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.

This Effect is not obvious, and the only sign you are using an Effect is your left hand making a fist. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

  • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
  • Generally you cannot communicate with Contractors who are not in a Contract with you.
  • You can target yourself if you qualify as a valid target by the other requirements.

Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.

Summon a single Sapient goon 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 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 melee Attacks. Their unarmed Attacks are melee range and deal +2 Damage.
  • Body/Mind: Minions have 5 Body. Your minions roll 3 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 3 dice. Any other roll is made with 3 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are not obviously Alien.

  • Minions die if targeted with Energy Transfer (before the Effect resolves) or if an Artifact or Consumable they use would Injure them or cause them to roll Trauma.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

You gain the following benefits at all times.

You may move easily and without a roll in any of the following situations.

  • Pathfinder: You are adept at making your way through crowds, underbrush, and other dense, congested environments. While doing so, you move at full speed.
  • You are able to climb trees and cliffs at your full movement speed.

You only gain the benefits of this effect if you are in an area without a human building within 300 feet.

You gain the following benefits at all times.

Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.

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.