Abyssal Justicar The Dark Flame of Vengence

1
The power to temporarily transform into Abyssal Justicar.
Used by William Delphine, Created by Ser_Lane.
(Anyone who witnesses you activate this Effect or for its duration is very likely to be disturbed to see my body take on a demonic, abyssal form of purple-black flames. )

I double over, clutching my chest as heat wells up from within. I cough and splutter, giving way to screams as my skin darkens into crystalline obsidian. From within the black, glass-like surface, purple flames expand and quickly explode from around my neck, wrists, and ankles. I am wreathed in purple-black flame that sizzles and pops, and I stand up. My vision is locked onto who or what triggered my transformations with glowing purple eyes of flame.


This Effect activates whenever a serious devastating injustice happens around me or an opposing demonic force appears. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.

You transform into Abyssal Justicar for 30 minutes. You have access to all of your Powers while you are Abyssal Justicar, 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. You do not suffer any Stress while transformed.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see my body take on a demonic, abyssal form of purple-black flames.

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.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Community Activated Gifts

Exert your Mind (unless you win a coin flip) and spend 1 minute.

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 Brawn + Alertness 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. The created item lasts 2 hours.

Possession of this Power grants the following Battle Scar: ASDF.

Possession of this Power grants the following Trauma at all times: ASDF and ASDF.

  • 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.

When activated these undead will follow each and every command to lacerate their opponents with their dagger as they can't care for themselves.

Exert your Mind and spend an Action.

Summon a single Skeletal Servant at your location. They will 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 2 minions active at a time.

  • Attacking: Minions can make melee range attacks with 4 dice to attack.
  • 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.
  • 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.

Take a Severity-1 Injury and spend two Actions performing the following ritual: Making an incision on oneself. You must actively and obviously use Medical Tools to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

Summon a single Hommuncli/Assistant 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 melee range attacks with 4 dice to attack.
  • Body: Minions have 6 Body.
  • Movement: Minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint.
  • Intelligence: They have dog-level intelligence, but are capable of communicating information back to you. They may use equipment.
  • Actions: Minions cannot dodge or Defend. Any Perception checks they make are rolled with 8 dice. Your minion is able to Firearms with a 7-dice pool.

After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.

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.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make cat scratches Attacks. Their unarmed Attacks are melee range and deal +0 Damage.
  • Body/Mind: Minions have 1 Body. They are between the size of a rat and a cat and do not suffer falling damage. Your minions roll 7 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • 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 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. Your minion is able to influence, occult, and alertness with a 8 dice pool. Any other roll is made with 4 dice. They can lift and haul as though they have 0 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.

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.

The strain put on Mickey's body from the transformation leaves her with a Severity - 1 Injury after transforming back, which stacks with any injuries gained as a result of rapid transformation.

If this transformation was done out of Hunger reaching the 3rd level and it was not sated within the time frame, this is instead a Severity - 2 Injury.

Exert your Mind and spend an Action. This Effect cannot be used unless your transformation is long and excruciating. A standard transformation takes 30 seconds (10 rounds), but this can be rushed at a cost. If rushed, transformation can be done as an Action, but when transforming back, you receive either a Minor Battle Scar, a physical liability or condition, a significant change in appearance, or a Severity - 1 Injury. The Scar or Condition gained from rushing like this is exchanged for another if done again, not stacked (in the case of Injuries, healing time is doubled). and you do not remember anything that occurs while transformed unless you succeed on a Mind roll or figure it out through investigation. Whenever you fail or botch a Trauma or Self-Control roll, you must activate this Effect.

You transform into a 'werewolf' for 30 minutes. You have access to all of your Powers while you are a 'werewolf', and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.

While transformed, your Brawn is increased by 2, your Dexterity is increased by 2, and your Perception is increased by 2. You do not suffer any Stress while transformed.

Your body is adapted to moving silently, sprinting, and finding food (meat). You receive +3 dice on non-attack rolls related to moving silently, sprinting, and finding food (meat).

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you gruesomly shift into a terrible wolf-human hybrid.

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.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • When activating this Effect due to a failed Trauma or Self-Control roll, you must still pay the activation cost.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Activated Gifts

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 and spend a minute.

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 must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. 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.

You cannot alter the appearance of your flesh and blood.

  • While you may alter your outfit's appearance, this does not grant or store equipment. This does not allow you to change the appearance of Artifacts or conceal their Alien appearance.
  • ‘Appearance’ includes voice, bone structure, skin quality, hair length and color, eye color, muscle tone, flesh texture, and generally anything perceivable about your body.

Expend a point of Battery and spend an Action.

You automatically detect all people wielding weapons 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.

  • This Effect does not satisfy the line of sight targeting requirement for other Effects.

Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.

As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.

You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.

You are subject to the following effects while gliding or flying:

  • Evasive Maneuvers: During your turn, if you moved mostly through the air but traveled less than your Free Movement, all attacks against you are at a -2 dice penalty until your next turn.
  • Earthbound: You cannot fly or glide in an atmosphere thin enough to be unbreathable.
  • Weight-Limited: This Effect is suppressed any time you are over-encumbered.

  • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
  • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.

You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.

While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.

Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • Creature Stats
    • Medium (large house cat up to human) Body 3. Brawn 1. Dexterity 3. Fall damage reduced by 1.
    All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for “predators”). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.
  • Animals that are quicker than humans (like dogs) have 50 feet of Free Movement. Animals that are very slow (like turtles) have 0 feet of Free Movement.
  • You cannot transform if there is not enough room to do so.
  • The form you take must have the same stats and abilities as a single, extant animal of the relevant size.