This summon will manifest creatures resembling a human mummy. Once casted by weaving specific signs, these summons rise from floor through a circle of light.
When activated these undead will follow each and every command to brawl and entangle their opponents as they can't care for themselves.
Exert your Mind and spend an Action.
Summon a single Bandaged Mummy at your location. They will 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 1 minion active at a time.
Putting on the mask, he takes a deep breath in as black fumes emanate from it. Breathing though it, a large, black, ooze substance with a bone saw shaped at the end forms, near one of his shoulders.
It follows the same motion that his arm makes, depending on what side it is on. This is easier to focus on, but he can move them independently.
Exert your Mind and spend an Action. You must actively and obviously use Korvus's Metal Mask to activate this Effect.
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.
Your extra appendage can be used to attack in exactly the same manner as a Bone saw.
Your extra appendage can stretch to reach an additional 30 feet.
You may turn this Effect on and off at will during its duration.
Your Extra Appendage is incapable of fine object manipulation.
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Exert your Mind (unless you win a coin flip) and spend an Action or Reaction.
You phase out of reality for 1 Round. During this time, you cannot affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
Minerva lets out a breath, kneeling down and closing her eyes. For a moment, she slides into the Dreamlands, and examines the records there, reading the most recent census. As time is malleable in the Dreamlands, it just happened.
Using the system text Alien:
Alien: Something that is not of this world or not common to this world.
Exert your Mind and spend two Actions performing the following ritual: kneeling down, and closing her eyes, meditating for a short moment. You must actively and obviously use silver fox pendant to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You automatically detect all Alien beings within 1 mile 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.
You receive a common name for each being you detect.
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.
Odar suddenly gets a pounding headache, and glimpses a vision of the cryptid that triggered their sense. They then have the urge to find and eliminate this cryptid before it kills again.
This Effect activates whenever a cryptid kills any living thing. It does not require an Action or Exertion. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
You automatically detect the closest of any cryptids within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense their direction, but you are not aware of their exact location.]]
Even if there are no cryptids within 300 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.
All cryptids who you can sense are equally able to sense you.
The spider monkey is incredibly stealthy. It sneak very good. It smuggle other monkey even gooder.
Exert your Mind (unless you have an ape in your stash) and spend an Action.
You are obscured from sight for the next 10 minutes. All attempts to detect you via sight fail. Detection attempts via other senses where sight would assist are rolled at a -2 dice penalty.
Entering Combat or being Injured will end the Effect. When the Effect ends, it is disabled for 1 minute.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
This Gift does not affect your clothes or equipment.
Possession of this Power grants the following Trauma at all times: Caffeine Addict - Due to questionable events in the past, you have acquired a taste for sugary substances, which you do not handle well. (Whenever you would come into contact with an obviously sugary substance; bag of sugar, candy, donut, etc. you must make a Self Control roll or be forced to try and obtain it).
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
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:
The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend a Quick Action.
You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, 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 and your Dexterity 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).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
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: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.
The beastmaster shouts, and their human voice cracks into a deep, bestial roar. Their body swells with muscle, clothes melting into a thick pelt of fur. Seconds later the beastmaster is gone. Standing in their place is a massive grizzly bear.
However, even in human form the beast within remains close to the surface, and the beastmaster finds highly civilized social situations unbearable.
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.