The dagger plunges into the chest of the squirming man. His final cries degrade into bubbling coughs as blood fills his lungs. Ancient words fill the air as the chant reaches its crescendo. The remains of the man fold in on themselves, rearranging into the winged forerunners of The Ones that Came Before. The army grows.
Exert your Mind and spend one minute. This Effect cannot be used unless a human is sacrificed. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you create an uncontrollable monstrosity that seeks only to feast. You must actively and obviously use a sacrificial dagger to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
Summon a single Eldritch Servant 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 2 minions active at a time.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the sacrifice fo a human and the subsequent creation of an eldritch horror.
You may only use this Effect once per day.
Some say that visualizing ones goals is the key to success. Raymond and his new axe believes that it is all about getting some of their blood and becoming them. After all, why spend years working for a promotion to rework the corporate dystopia from the inside when you can become the problem and simply solve yourself.
Exert your Mind and spend an Action.
You transform into The person above him in the current corporate hierarchy for 30 minutes. You have access to all of your Powers while you are The person above him in the current corporate hierarchy, 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 Charisma is increased by 2. Your Stress is reduced by 2.
Your body is adapted to Impersonation. You receive +3 dice on non-attack rolls related to Impersonation.
While transformed, instead of your normal clothes and equipment, you are equipped with: Business attire, changeling axe, basic office supplies
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: Eat the Rich: Must roll mind to not consume the bodies of anyone wealthier than him he kills immediately.
If you become Incapacitated or suffer an Injury Severity 4 or greater, this Effect ends.
Haerin has developed a mastery of weapons with his soul and of the souls of others. The weapons he wields now glow a pitch-black darkness as they are coated in his soul's darkness, seemingly refusing to leave his hands. "Your fight is not over; you cannot drop us," it murmurs and echoes constantly in his mind.
You gain the following benefits as long as you are engaged in combat with soul weapons.
+2 dice to all rolls with soul weapons. You may Defend against firearm attacks from any range using soul weapons.
Possession of this Power grants the following Trauma at all times: Nightmares of Angelo Yun and his memories.
You also gain the following effects:
A visor covers their face, looking like a rave mask, but including a full mouth inside, the mask can open up to eat, this is likely uncanny to most. other mechanical parts are present but cannot be scene with current form.
Can attach tail to their back as well, but that is currently removed so they can blend in.
You gain the following benefits at all times.
You are permanently and visibly transformed: Semi-mechanical. You are considered to be a Sapient, Living Computer when targeted. Your Perception is increased by 1 and your Intellect is increased by 1.
You no longer age naturally, and supernatural attempts to age you fail.
Ulysses’s legs have become extra muscular, preparing for the day his wings will one day emerge. Tensing his body, he can leap high into the air
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
The veins of the hand or appendage that is closest to the victim of this power will turn a deep red nearly black in colour before turning back to normal colour.
Exert your Mind and Spend an Action. Select a Living target within arm's reach. Roll Charisma + Culture at Difficulty 6. The target may roll Body, Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
This Effect is not obvious, and the only sign you are using an Effect is Veins turn red on the back of the hand touching the individual.. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Possession of this Power grants the following Battle Scar: Soft Spot- (Genitals).
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.
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.
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.
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.
The Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects: