The jacket whips back and forth, as if caught within a storm, as the wearer holds their hands out. Nearby unattended water flows towards them, forming a bubble between their hands. As the Lake Lord's eyes glow a vibrant blue, the bubble grows and glows in turn, before the wearer claps their hands together and the ritual ends. The wearer can feel the presence of the detected beings as if they were ripples on an endless, still ocean.
The Lake Lord is a being of purest water, and thus impurities are keenly clear to it. It's influence of purity only extends to its own body, however. And so the Conduit comes into play. The conduit's role is to internalize the power of the Lake Lord, then push that power outwards to affect the world.
The raincoat gifted from a mother to her child, sewn with the Lake Lord's power, created to allow Brooke to harness the power of their shared patron.
Exert your Mind and spend two Actions performing the following ritual: holding out your hands as a large glowing bubble forms between them, them clapping them together as the bubble vanishes. This Effect cannot be used unless the Lake Lord is within 50ft of the user. You must use up a gallon of water in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You automatically detect all Elementals, Alien Beings, and Wet Beings and Lost Puddlings within 300 feet 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.
Even if there are no Elementals, Alien Beings, and Wet Beings or Lost Puddlings 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.
Yuta extends his hand, eyes glowing with cold light. The air crackles with dark energy, and a swirling shadowy portal forms at his feet. From the abyss, Igris emerges clad in pitch-black armor, his red eyes burning like embers. His massive sword gleams with a spectral light as he steps forward, each movement echoing with a metallic dread. The air turns frigid, the shadows whisper, and a heavy silence falls, filled with the promise of imminent destruction.
Exert your Mind and spend an Action. You must actively and obviously use Ring 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 shadow 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.
Bill places his corn on the cob in the ground, and from that cob the beast emerges. The corn shakes rapidly, as though it is going to hatch, before it starts to grow wildly. The cob expands to immense size, cracking down the middle to reveal a mouth full of razor sharp teeth. The husk stretches and reshapes itself, forming a shambling mound of legs and wings. Roots rise from the ground and tangle amongst the husk, contributing to the beast's body and limbs. The head is definitively formed by the cob, while the body is a constantly shifting and difficult to discern pile of roots and husk. Entirely, the beast is around the size of a horse, it's colours no different from the corn it was grown from. The beast is capable of launching its cob head at targets 50 feet away from it, the head quickly regrows afterwards (though, any damages done to the head remain even after the head regrows). When the beast is destroyed, it rots into the ground, its body reduced to an inedible black mold.
Bill discovered this gift the morning after his stay at The Vermillion Manor. While harvesting his freshly grown corn, he attempted to hold more than what he could carry, and accidentally dropped a singular ear of corn. He thought nothing of it, until the corn began to jitter on the dirt unnaturally. He backed away in fear, and watched as the once innocuous corn sprouted into a true monster. A monster that listened to his commands. A monster that belonged to him.
Exert your Mind and spend an Action. You must use up A full corn on the cob, with husk intact in order to activate this Effect.
Summon the one and only Sapient The Corn Beast at your location. They last for two hours or until they are destroyed. They are controlled by you. You may have at most one minion active at a time.
If killed, you cannot re-summon your minion until after your next Contract.
You may only use this Effect once per day.
Runa raises her hands in the tradition nin nin ninja hand sign and a blue barrier, covers herself and those within 20feet of her.
A gift gained from inari perhaps.
Exert your Mind and spend an Action. Roll Charisma + Influence at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 4 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, 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.
Possession of this Power grants the following Battle Scar: Fox ears(yes you can hear with them) sprout from your head and a fox tail sprouts from your tail, Fox teeth fill your mouth replacing your human teeth, -1 to social rolls -1 to perception.
A blue light pulses from your hands
Exert your Mind (unless you win a coin flip) and spend 1 minute.
You may cure any Non-Alien diseases, toxins, or poisons afflicting yourself even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may treat Alien maladies and curses. If there is some method to cure them, you learn what it is. If the malady does not provide its own means of curing it, it is cured.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, you are healed for half that Damage.
A special selection of just the right tools packed away for those more Difficult times.
Exert your Mind and spend an hour. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
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 Thief casts a container's worth of fine powder into the air. The particulates are drawn to any sort of object that is designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc. The powder will not trigger these devices or interfere with their operation, but it does reveal their presence to the Thief.
The cloud drifts and swirls, subtly following the Thief for a minute.
Exert your Mind and spend an Action. You must use up a container of fine powder in order to activate this Effect.
You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival 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 toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
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.
The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave a golden glow shaped like yourself at your location.