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The power to summon a minion which can fight and act on your behalf.
Used by Anders Hällsson, Created by Cy.
(When activating this Effect, it is obvious that you are creating a minion in some way. You must actively and obviously be using up any spirit (alcohol).)

He spills a bit of alcohol on an open wound to create a minion spawning from the pooling liquid dressed in a similar style of attire to him and they have two wide wings on their back, they are smaller than him


Take a Severity-1 Injury and spend an Action. You must use up any spirit (alcohol) in order to activate this Effect.

Summon a single ________ 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.

  • Attacking: Minions can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage.
  • Body: Minions have 4 Body.
  • Movement: Minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint. Your minions can fly at their normal movement speed.
  • Intelligence: Minions have dog-level intelligence, and cannot communicate back to you. They cannot actively use Equipment.
  • Actions: Minions cannot dodge or Defend. Any Perception checks they make are rolled with 3 dice.

  • The Injury received from activating this Effect heals in 1 day and cannot be prevented or prematurely healed by any means.

Community Power Gifts

Spend an Action. Select a door, lock, or locked target within 20 feet that is no more complex than a personal safe door or a keycard reader. Cannot be used on Alien technology. You must actively and obviously use a leather journal to activate this Effect.

You may lock, unlock, and/or open your target.

  • Any door or restraint that is fastened or shut with a mechanism may be considered locked, at the GM's discretion. Can be used on control panels or other electronic locks, but not computer security systems.
  • If you operate a locking mechanism through this Effect which has some other secondary effect (such as the ignition on a car causing the car to start) you may cause that effect as well.
  • 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.

You gain the following benefits as long as 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:

  • Disarm: If you successfully Defend or Clash with a melee attack, you may take possession your opponent’s weapon or launch if up to 35 feet away.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

Scars that are most flavorful for sudden pressure change: Wheezing, Tinnitus

Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. When you Activate this Effect, roll a single d10. If the result is 5 or lower, your target receives a Minor Battle Scar. Roll Charisma + Occult at Difficulty 6.

If you succeed, you create a Barrier extending out 15 feet from your target, which absorbs 2 times the next (Outcome +2) Damage up to a maximum of half the total Damage from a given attack, the rest of which penetrates through to its target. The barrier is still depleted by the full amount of Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. You may choose to create a bubble barrier. If you do, no physical objects or entities can pass into your bubble until the barrier is broken, but you and the barrier cannot move. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.

You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

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.

  • Effects which circumvent Armor completely also circumvent your barrier.
  • 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.

Every individual's thoughts, feelings, their deepest secrets, while most believe that these things are only tangible in their own minds, the especially strong ones take a physical form in a mystical plane, one only visible to those talented in the magical arts. Through discussion, a skilled practitioner can illicit the physical manifestations of these thoughts and feelings, appearing in an ancient language that the practitioner must attempt to decipher in the moment, while still conversing with the individual, making this process only possible to the most skilled witches and warlocks who possess the sight. These runic pieces of text that encompass the secrets and desires literally emerge from the target's mouth as they speak, requiring a discussion to occur. Possession of this eye grants one the ability to constantly perceive the mystical plane, though this inhibits perception of the natural world.

Unlike some of Lyra's other powers, this one is completely unique to her bloodline and not a ritual that borrows the power of other higher beings. It was awakened through her experiences in contracts.

Exert your Mind and spend one minute. Select a Sapient target within 20 feet. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Intellect + Occult at Difficulty 6.

You learn all the following information about your target:

  • You learn a hidden desire of the target. Roll Outcome determines the relevancy / secret-ness of the desire.
  • You learn what the target values most and where to find it, provided they know. This includes any hidden or concealed treasures.
  • You determine any major weaknesses that the target might have.

The quality and specificity of information gained depends on your Outcome.

This Effect is not obvious, and the only sign you are using an Effect is the pupil of my inhuman eye begins to gently swirl as if it's ink in water. 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: My right eye is visually inhuman, a mix of greys, blacks, the veins in dark purples and blacks. Surrounding the eye and speckled over most of the upper side of my right face are thin, dark runes of various shape. (-1 to perception involving sight).

You cannot investigate the same target more than once per day.

  • Weakness Must be things that are systemed around. For example, silver for a werewolf. Not general like "she's bad at fighting".
  • 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.

You gain the following benefits as long as you are engaged in combat with thrown weapons.

+2 dice to all rolls utilizing thrown weapons.

You also gain the following effects:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.

Stock Power Gifts

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.

  • Unstabilized wounds do not degenerate during treatment.
  • 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.

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.

Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.

  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 300 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.

The trap looks like a tripwire, a pressure plate, or a hidden switch. 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 Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.

If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.

The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.

Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.

  • 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 area you choose where the trap can be triggered may be just a single location, similar to a tripwire or a pressure plate, or it can be a proximity trigger which hits anyone who comes within the specified range of the trap. This is defined by you when you place the trap and cannot be changed once the trap is placed.

You gain the following benefits at all times.

If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated

If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.