Ricter has started to befriend Kazarisu, a Kamaitachi yokai spirit that accompanies him. However, he needs a bit of 'motivation' to do more than just protect him, as such he feeds him a pint of alcohol to offer some inspiration.
Kazarisu looks like a weasel, around the size of a stoat normally but can grow to be as big as a wolverine if he wishes, with paws that can extend into sickle-like claws and an elongated tail. He has white fur with black coloring on his tail tip, his fur looks jagged but is smooth when felt.
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"I've learned in nearly half a year that Kazarisu is a bit fickle, likes stupid jokes that I make, chicken, and drinking. I'm glad to have him around but he tends to be a bit of a menace, especially when he chugs a whole bottle of wine and ends up flying into my face or fucking up my house...Nonetheless, I'm starting to like him, we even started watching soap operas together. He can't understand it but he seems to enjoy all the drama."
"I've noticed that he's growing, after meeting that older Kamaitachi in Japan he's seemingly been getting strong enough to hold his own. He just lacks...motivation, not in a bad way but I have been demanding we work together better. Just the other day he was excited to show me my torn-up curtains and slashes on my walls, looks like he is able to swing shockwaves of air like a razor wind."
"I'm pissed, but proud of him... Is this what it's like to be a dad?"
"Over it seems him drinking gives him a my physical body, and although he's never died after I've given him this, he's mentioned that if he 'died' he just reverts back to his more spiritual clingy self."
Exert your Mind and spend one minute. You must use up a pint of wine in order to activate this Effect.
Summon a single Kamaitachi at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
You may only use this Effect once per day.
The Demonologist performs an Arcane Ritual to summon an Imp and bind it to the mortal plane. It takes the form of a small, red-skinned humanoid creature with wings and short, stubby horns, and possesses the ability to hurl bolts of fire short distances.
Uses Demonology
Exert your Mind and spend at least two Actions performing the following ritual: A ritual Circle must be drawn and offered a drop of the casters blood while a chant is used to bind the summoned demon to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single ________ at your location. They will last for an hour, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. They cannot move faster than a walk and cannot dodge incoming attacks. They have dog-level intelligence, but are capable of communicating information back to you. Any Perception checks they make are rolled with 3 dice.
Your minions can fly at their normal movement speed.
goku leaves behind high winds and teleports anywhere
Exert your Mind and spend an Action to activate.
You can run at three times your normal movement speed for the next minute.
If you perform an all-out Sprint while this Effect is active, all attacks targeting you suffer -3 dice for the next Round.
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.
A normal arm with skin over the robotic inside
Expend a point of Battery and spend an Action.
You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may turn this Effect on and off at will during its duration.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
User grasps their hands focusing on another player or self giving healing to the targeted player in their party. User says ("Name" Live).
Exert your Mind (unless you win a coin flip) and spend 15 minutes to activate. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Charisma + Influence at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
You may only use this Effect once per day.
Vito consumes The King's Panacea, the modern Ambrosia that THEY use to lie to the masses, hiding the sheeple from its innumerable benefits whilst lying through their teeth as they call it the cause of Elvis Prime's "Death".
At once, a red pulsating light begins to emanate from his chest, faint song emanating from within until at once bursting through in a cacophony of afterbirth-coated limbs.
Distressed faces of Elvis Homunculi press their way through the thin firmament of his skin like a cracked egg, clawing their way overtop of another as they impossibly push their way through Vito's skin without sign of any wound, landing wetly on the ground as an Elvis King; a fused and horrendous mass of nails and bloodied intertwined limbs.
With a series of horrific crunching sounds, the limbs of the trio of homunculi snap away from one another, holes ripped in their flesh from the dozens of nails pulled out in their disconnection, leaving hundreds more that serve as both visceral armour and ranged attack methods.
Exert your Mind and spend an Action. You must use up Elvis Suicide Burger in order 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.
Summon up to 3 Non-Sapient, Animate Elvis Homunculi 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 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see The Elvis Hive Bloom.
The aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Resolidifying is exhausting.
Exert your Mind and spend an Action.
You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers while transformed.
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.
The detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
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.
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
You transform into small 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.
The magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
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.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.