Oh shit!!! Deviantart in 2010s called and they said ‘wowzers so kawaii!!’ You’re a cute as a button catgirl but with all the ferality of a street cat. Luckily if you wear a headband most people will think you’re just a really dedicated furry. Doesn’t explain the tail wag or the ear twitches though. Hit them with the nya~ :3
You gain the following benefits at all times.
You are permanently and visibly transformed: catgirl. You are considered to be a Sapient, Living Creature when targeted. Your Brawn is increased by 1 and your Charisma is increased by 1.
You may make a +2 Weapon Damage Claw (Dex+Melee) attack without additional equipment.
Possession of this Power grants the following Trauma at all times: Vengeful.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
Mothman concentrates, and seems to almost vibrate. An unnerving hum emanates from his skin for several minutes as he increases in intensity. After a moment he jolts forward, shedding a seeming copy of himself out of his back.
Looking at or addressing it in range will trigger it, as the image looks up at them and smiles, its eyes glowing red before vanishing into thin air. The instant this happens, reality itself seems to shift to a darker, more ominous version. The targets mind knows this, and the panic is disorienting.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 60 feet of you. This trap lasts one hour or until triggered or disarmed. Choose a type of being that could trigger the trap.
The trap looks like an Afterimage of himself, seemingly waiting on something and looking very vulnerable.. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any being of the chosen type that enters the chosen region will trigger the trap.
You create a hemispherical dome of lengthening, ominous shadows. originating at the trap, with a radius of 60 feet, and lasting for 5 minutes. The area inside your zone is affected in the following ways:
An orange light flows from you
Spend 10 minutes. Select a Non-Living or Animate target within arm's reach that is of any size. You may target Alien technology, so long as you have an understanding of its intended function. When repairing Alien or Sapient targets, you must Exert your Mind. More than half the target object must be present in order to begin repairs. Roll Brawn + Alertness at Difficulty 6 (or 8 for Sapient targets).
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target. If your target only requires fuel or power and is otherwise in working order, this Effect costs no Exertion, and the target is fueled/powered for the next 24 hours.
When you activate this Effect, you may choose to repair any number of valid targets within 300 feet.
If you are successful in repairing a Sapient Object, a single Injury on the target is reduced in Severity by your Outcome.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
With business on the brain, Micheal writes up a contract for one to sign, violating the terms and conditions has, consequences…
This Effect cannot be used unless you are wearing a suit. You must use up a written contract in order to activate this Effect.
You may make an oath with any number of physically-present, Sapient targets. Communicate the oath's terms to the targets, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must sign a contract to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The targets cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the targets, you must succeed a contested Intellect + (Culture or Influence) roll.
Whenever a participant breaks the oath, you are immediately made aware and may even witness the act as if standing nearby.
The businessman holds out his cane after discussing the terms, and as their partner shakes hands with him, a wide grin can be seen forming on the businessman's face.
You must actively and obviously use a cane to activate this Effect.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands (or cane) to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.
Possession of this Power grants the following Battle Scar: Happy Doing Business - You just can't keep that smile off your face. (You always have a smile on your face. Whenever you would be interacting with someone, roll Self-Control. If you fail, your grin widens even further into a demonic smirk, giving you +2 Difficulty on all Social Rolls with that person).
Taking out a spray can, Jami will shake it to spray a shifting, congealing slime of mixed colors from its spout, which will solidify in around a minute, shaping itself to replace what the host lost
Exert your Mind and spend a minute to activate. Select a Living target within arm's reach. You must actively and obviously use Spray paint can to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar will heal immediately.
Healing a Battle Scar in this way leaves behind shifting colorful inks covering the affected area/replacing the missing part/limb on the target which cannot be healed.
Doc puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible. You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. Doc seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. 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. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Medicine 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.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
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.
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level each hour. 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.
The Necromancer may exert their will on any undead creature, forcing it to act as they desire. The Necromancer's eyes turn completely black, and they speak a command to the creature in the language of the dead.
Exert your Mind and spend an Action. Select a Non-Alien, Non-Sapient, Animate target within 20 feet. This Effect cannot be used unless the target is undead.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. 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.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
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.