Stuck on you You can shake an apple off an apple tree Shake-a, shake, sugar But you'll never shake me Uh-uh-uh No-sir-ee, uh, uh I'm gonna stick like glue Stick because I'm Stuck on you

1
The power to temporarily move in a manner that ordinary humans cannot.
Used by Nihon no Elvis, Created by PoisedIvyT_T.
On Legendary Artifact Elvis' Dancing shoes.
(visual-power-alien You must actively and obviously be using Dancing Shoes.)

Elvis is not confined to the traditions of mundanity; we're dancing on water, we're dancing on the ceiling, we're dancing on your home, and we're dancing in your mind, we're dancing for your heart <3 I love you. We're dancing until we fucking drop, and if we die? We're dancing in the Afterlife baby. Burning away the sweat of life and enveloping the spirit of Elvis. Their body releases sweat that burns away as steam.


Exert your Mind and spend one minute. You must actively and obviously use Dancing Shoes to activate this Effect.

You may move easily and without a roll in any of the following situations. Lasts 2 hours.

  • Pathfinder: You are adept at making your way through crowds, underbrush, and other dense, congested environments. While doing so, you move at full speed.
  • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at your normal movespeed.

As long as this Effect is active and you are traversing a terrain it covers, your movement speed is doubled.


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Community Activated Gifts

Exert your Mind and spend an Action to activate.

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 stretch to reach an additional 30 feet.

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.

Possession of this Power grants the following Battle Scar: Magical brand on chest and back from which the searing chain links extend from.

  • You may stretch or retract your limbs once per Round on your Initiative.

Take a Severity-1 Injury and spend an Action to activate. Make a Trauma roll when you activate this Effect.

You transform into Full Blood for 30 minutes. You have access to all of your Powers while you are Full Blood, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Brawn is increased by 1, your Dexterity is increased by 1, and your Perception is increased by 1.

Your body is adapted to Dodging. You receive +3 dice on non-attack rolls related to Dodging.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Bonus Damage (instead of the typical -2).

You do not suffer any Penalty while in your Alternate Form.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see They think of me as a Beast.

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.

You cannot speak any coherent verbal language while transformed and must resort to other means of communication.

You are incapable of fine object manipulation while transformed and can only hold or grasp things in a crude, clumsy way.

  • Reminder: Bonus Damage from multiple sources does not stack. Instead, the highest Bonus is used.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

Exert your Mind and spend 1 minute. You must use up Vial of Blood in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Athletics 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.

Exert your Mind and spend an Action to activate.

You may understand and communicate to humans as if you are fluent in a relevant language for the next hour.

This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.

While active, you may choose to use glib tongue. When you do, anything you say (even gibberish) will be exactly what the target wants to hear. You gain no understanding of what that might be.

“If you use this Effect to spend an hour speaking with a native speaker of a human language you don't know, you may Exert your Mind and roll Intellect + Culture Difficulty 7. With Outcome 4 or higher, you permanently learn that language and accent.

  • The target of "human" refers to any target that speaks a human language.
  • When reading written communications, you get no information beyond what the writer was intending to communicate.

Increase your sacrificial Injury's Severity by 1 and spend an Action. This Effect cannot be used unless you are near a body of water.

Summon the one and only Sapient Black Shuck at your location. They last until they are destroyed They are controlled by you. You may have at most one minion active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 7 dice to dodge, Grapple, or make Bite Attacks. Their unarmed Attacks are melee range and deal +4 Damage.
  • Body/Mind: Minions have 5 Body. Your companion is roughly the size of a wolf. Your minions roll 7 Mind resistance dice.
  • Armor: Minions have 2 Armor.
  • Movement: Minions can move 40 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have human-level intelligence and can speak your language. They lack manual dexterity and cannot use equipment, Artifacts, or Consumables designed for humans.
  • Actions: Any Perception checks they make are rolled with 4 dice. Any other roll is made with 4 dice. They can lift and haul as though they have 2 Brawn.
  • Powers: Your companion can Exert their Mind using your Mind and spend your Source.
  • Unusual: Minions are not obviously Alien.

If killed, you cannot re-summon your minion until after your next Contract.

Possession of this Power grants the following Trauma at all times: Geas: Drinking.

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • Your companion heals fully during each Downtime, but is not healed fully when you re-summon them.
  • Your companion is affected normally by Artifacts and Energy Transfer.
  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Stock Activated Gifts

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.

  • The Difficulty for the fabrication roll increases based on specificity. Something like a "shirt" would be Difficulty 5, whereas "Police uniform" would be Difficulty 9. The Outcome determines overall quality and how well the item fits the request.
  • You can fabricate a container of something so long as it contains a single type of thing (such as a tank of water) or it is designed to be packaged together (such as a first aid kit).
  • If you are able to activate this Effect as a Reaction, its roll contests the incoming Attack.

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.

  • This includes any objects that come into range during activation.
  • This Effect does not satisfy the line of sight targeting requirement for other Effects.

Spend a Quick Action.

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 units of water 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.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

Spend a Quick Action. You must actively and obviously use a burlap sack 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.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

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.

  • You may cause a created item to expire at will as a Free Action, destroying the item.