Whenever Will of the Brotherblood activates, a large puff of red and yellow smoke surrounds Mythkong. Within the smoke, you see a towering figure peer at you.
Chetming looks strikingly similar to Mythkong, but with one key difference. They are much.. MUCH bigger than him.
This Effect activates whenever Entering/Being in combat. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
You transform into Chetming for 3 minutes. You have access to all of your Powers while you are Chetming, 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 Charisma is increased by 2. Your Stress is reduced by 2.
You may end this Effect prematurely as a Free Action.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Uncontrollable Anger. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
The user is disassembled and is transferred into a separate plain of existence
Exert your Mind and spend an Action.
You phase out of reality for up to 4 Rounds. During this time, you cannot 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you see the user disassembled layer by layer.
Most people assume Baphomet is Vita’s familiar. He's not. He’s older than that term. He’s not here to serve—he made a deal. One that stitched his fate to Vita’s heartbeat. When she made her wish, the realms cracked open, and something lonely and fanged slipped through. Now he won’t leave. He eats her leftovers, naps on ancient artifacts, and commits minor crimes when unsupervised. She wouldn’t trade him for anything.
When summoned, Vita’s shadow stretches unnaturally long, curling at the edges like smoke. A soundless pressure ripples through the air, like a breath being held too long. From the darkness coils a black-furred cat with star-flecked markings and an infuriating grin. Tiny horns glint above his eyes, and when he takes flight, leathery wings unfurl from his back like forgotten pages of a forbidden book. He lands with the weight of inevitability and the smugness of someone who’s always right.
Baphomet isn’t a summon. He’s a consequence. A fanged pact stitched into Vita’s soul when she gave up her voice and made the mistake of longing out loud. Bound not by spell or leash, but mutual understanding, Bapha walks the line between infernal companion and spiritual parasite. He's not just intelligent—he’s opinionated, meddling, and deeply invested in keeping Vita alive, mostly because he doesn’t want to go back. Where she goes, he follows, uninvited but indispensable. Their connection is deeper than magic. It’s blood, debt, and unspoken love, forged under moonlight and written in claws.
Increase your sacrificial Injury's Severity by 1 and spend an Action.
Summon the one and only Sapient demon cat 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.
If killed, you cannot re-summon your minion until after your next Contract.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
One you loved, one that shared a part of your heart, appears within this world and they are to assist you in whatever way they can. Human, yet inhuman.
Increase your sacrificial Injury's Severity by 1 and spend an Action.
Summon the one and only Sapient Alexandrite 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.
If killed, you cannot re-summon your minion until after your next Contract.
Possession of this Power grants the following Battle Scar: idk.
Possession of this Power grants the following Trauma at all times: lol.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
This Lasombra needs to carry alot of things for the job, and stores them in his shadow
Spend a Free Action to activate. This Effect cannot be used unless it is used outside of sunlight.
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.
Scope is thermal and up to 200x magnification
!!!!
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Exert your Mind and spend an Action. You must actively and obviously use rifle to activate this Effect.
Your senses are enhanced in the following way. Lasts for three hours.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.
Summon up to 3 Non-Sapient, Animate zombie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
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 magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
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 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.