The Ninja, when dressed in an appropriate uniform, may move in utter silence and even engage in combat without a sound.
Exert your Mind and spend an Action to activate this Power. You and any clothes or equipment you are wearing cannot be heard for 1 Minute. You cannot re-cast this Power until 1 Hour has elapsed.
In order to activate this Power, you must be visibly dressed in black head-to-toe with barely any skin showing.
All mundane attempts to detect you via hearing fail.
GMs should use their discretion when determining the exact effects of this Power. Certain rolls that use hearing may be penalized. A chance to detect you is not guaranteed.
Investing in the Mind Tricks Enhancement allows you to fool supernatural senses as well, which is a must for Seasoned Contractors.
The Ninja is a master at blending in to any crowd or staff. If they can find complete privacy, they may channel their ninjitsu to temporarily create the illusion of any outfit or uniform they desire. The new clothes shimmer into existence over their existing garb over the course of a minute of meditation. They may drop the illusion at will.
Exert your mind and spend 1 Minute applying a disguise. You may alter your physical appearance, not including clothes, to one that has a similar sex, weight, age, race, and height. A disguise cannot affect your Attributes or other stats. Lasts one hour.
Excellent to use over a standard ninja outfit.
The Ninja, when dressed in an appropriate uniform, may move in utter silence and even engage in combat without a sound.
Exert your Mind and spend an Action to obscure yourself. You and any clothes or equipment you are wearing are obscured from for 1 Minute. You cannot re-cast this Power until 1 Hour has elapsed. Entering Combat or being injured ends the effect early.
All mundane attempts to detect you via fail, unless you chose vision. In that case, others must roll to detect you, and all attempts to detect you via mundane means are rolled at +2 Difficulty.
GMs should use their discretion when determining the exact effects of this Power. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.
Investing in the Mind Tricks Enhancement allows you to fool supernatural senses as well, which is a must for Seasoned Contractors.
Yūrei's Whisper is a magical Ninjatō sword with a stark-white blade. It was given to the Ninja by the ghost of an ancestor to be used in a mission of vengeance.
The ancestor's ghost muffles the sound of anyone gravely injured or killed by the sword, and guides the blade to separate its victims from their extremities.
Passive, always in effect. Attacks with [[weapon-type]] will do +2 more damage. The target's Armor is Fully Effective.
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
Passive. You will always have access to your sense of sight, unless it is suppressed by a supernatural effect.
Taking the Psychic Sense Enhancement forms a deadly combo with the stock Power Smoke Bomb.
The Ninja always prepares a few smoke bombs ahead of time to get out of sticky situations. They can fill a room with smoke in an instant and last long enough for the Ninja to make an escape or find an opening for attack.
You start each Game with three smoke bombs. Spend an Action tossing one at your feet to create a cloud of smoke with a 20-foot radius. Anyone caught inside (including yourself) suffers a -3 dice penalty for any Action requiring sight. The effect lasts for 3 Rounds.
You may craft one smoke bomb per day, but there may never be more than three in existence.
Removing the Dulled Drawback and increasing the Duration of this Power can make it very potent indeed.
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
Passive, always in effect.
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You have 2 Armor, which reduces incoming damage from physical attacks. Armor from multiple sources does not stack. Passive, always in effect.
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
Passive, always in effect.
This is the most healing the Soldier concept justifies (until around 20 victories). Still, it is incredibly useful in practice.
The Solider is accustomed to going long periods without food or water, and can operate on very little sleep.
You may go five times longer than a normal human without food, water, air, or sleep.
Passive, always in effect.
It's probably not appropriate for a non-mystical Soldier to invest additional Gifts in this Power.
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
Passive, always in effect. Attacks with firearms will do +0 more damage. The target's Armor is Fully Effective.
Not all soldiers are pure marksmen, but you can certainly justify dropping any number of Gifts into this Power. Just beware of over-specializing on combat; not all situations can be solved with a bullet.
The Witch summons a crow, whispers a message to it, and sends it off to deliver her words. Half an hour later, the crow arrives at the recipient and repeats her message aloud in its croaking, animal voice. The recipient may instruct the crow to relay a message back to The Witch.
Spend an Action and Exert your Mind to send a message to an individual within 10 miles. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or location. The message can be no more complicated than a multi-page letter or long email.
The Witch may prepare a poisoned apple. Anyone who takes a bite will grow drowsy and then fall into a deep sleep. While unconscious, the victim dreams of The Witch and learns a secret about them.
Choose a target within 30 feet, Exert your Mind, and spend an Action activating this Power. Roll Intelligence + Occult, Difficulty 7, against which the target rolls Mind, Difficulty 6. If you are successful, the target grows drowsy for 30 Minutes and then falls asleep for Outcome x 3 hours. Unconscious or incapacitated targets cannot contest.
While drowsy, the target's Penalty is increased by 3 for all Actions.
The target falls into a deep sleep, but they may still be awoken by sudden loud noises, being jarred or splashed with water, taking damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation.
The cop keeps his gun trained on The Witch and nods to her cart. "Open it. Slowly"
Her wrinkled fingers pry open the door. Dozens of miniature glass bottles, each one unique in shape and color, tinkle against each other.
"I can be useful, you know," she croaks, lifting a cloudy pink flask no larger than her finger. "Are you looking for love? One sip of this will send even the most stone-hearted prospect into a fit of passion."
The officer snatches the vial and regards the faintly-glowing fluid swirling within. "Another charlatan," he grunts, tossing it over his shoulder. He grabs the old woman's waterskin and takes a swig. "Plain water's worth more than your lies you dirty--"
He freezes and blinks at the Witch. Where before he saw a vile con artist, now he sees an old woman finding her way though a harsh world. Was his own mother so different? He lowers his gun. "Don't let me catch you tricking folks around here again."
The Witch smiles and snaps her cart closed. "With pleasure."
You may brew a Phial to Rouse the Passions given a few minutes and a potion brewing set. Choose an emotion when you brew the potion. Anyone who drinks the entire thing, feels a rush of the chosen emotion and must do something they otherwise wouldn't have done, inspired by the chosen emotion. The action they take will be in keeping with their character and the way they tend to deal with strong emotions. The emotion shift lasts 1 Hour, and during that time, they are very unlikely to change their mind about their action.
Combat ends the effect, even if the target started it. If attempting to calm during combat, effect ends if target is attacked.
Example emotions (and example potential actions):
Anger (attacking, losing temper)
Pity (adopting a puppy, stopping an attack, killing you painlessly)
Happiness (stopping a despair-driven action)
Jealousy (stealing a gem, buying something)
Anxiety (run, attack brutally)
Sadness (find solitude, openly cry)
This Power is subject to the standard restrictions that come with the Poison Drawback.
The bad reputation of the Evil Eye proceeds all Witches for good reason. It is a terrible curse that can cause any number of awful diseases or maladies. After making eye contract with their victim, the Witch's eyes sink into dark vortices of malicious, roiling blood. They return to normal a moment later, leaving the target to wonder if they were merely seeing things as a cough heralds their oncoming illness.
Spend an Action, make eye contact with a target within 20 feet, Exert your Mind, and roll Charisma + Occult against the target's Wits + Medicine. If you succeed, the target is successfully infected with any mundane, curable disease. Their symptoms manifest immediately.
Take the Death Sentence Enhancement at Seasoned status to turn this Power into a potent weapon.
The Witch presses her forehead against that of a calm and trusting animal. A wisp of her spirit escapes her mouth as a tendril of grey-green smoke and slides inside the animal's nostril. Her body then goes limp and collapses beside the creature, now a vacant husk, and the Witch proceeds to walk away, now temporarily borrowing the animal's body.
A borrowing Witch is a welcome visitor in the animal's mind and cannot overstay her welcome or force the animal into danger or wander too far from her body. She is capable of casting the Evil Eye from a borrowed animal as well.
Exert your Mind and spend 1 Minute pressing your head against the animal's to activate, no roll required. The Animal's stats are determined by the GM. If you are forced out of the host for any reason, make a Trauma roll. Lasts for 1 Hour, and you may not move farther than 300 feet away from your body while in control of the animal.
If you take damage or are stunned, you are sent back into your own body. You cannot force your host to take actions which would violate their instinct for self-preservation (which includes most combat situations); any attempt to do so will sever the connection and send you back into your own body. You may not use any other Powers while possessing your target.
You may cast the Evil Eye while in possession of the other creature's body.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. After briefly observing the patient's symptoms, she goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They immediately cured of any mundane and curable poison, disease, or venom.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 Minutes foraging for herbs and brewing your potion. It must be used immediately after brewing and cannot be shared. The patient who drinks it is cured of any and all mundane poisons, diseases, toxins, and venoms that are curable with modern medicine. Must be within Arm's Reach of your patient at the start and end of the Power activation.
Note that the cast time here is spent doing something other than kneeling over the patient, which is completely acceptable. The Witch is still engaged full-time in the activation of the Power during the cast time. Also notice the additional constraints to make the potion flavor work for the system at hand (no batch brewing, must drink immediately). Finally, the Focus Drawback here requires several items because they are all common. Requiring fire, water, or a container alone is not restrictive enough to warrant the Drawback.
Felix is The Witch’s families. It is a black cat that looks about with an intelligent pair of eyes. She talks to it incessantly, though it never talks back. There are times when the cat is around and she isn’t that you feel like she is watching you through the cat’s eyes.
https://www.thecontractrpg.com/characters/view/c/158/
Companion creatures cannot use tools or human technology.
Companions are capable of general communication skills and know one language. Your companion is controlled by the GM but generally will listen to what you have to say and follow your commands as best as it can interpret them.
Any roll to locate your companion (or vice-versa) is rolled at -2 Difficulty.
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Flight is brief but quick, and she must return to the ground in one minute.
Exert your Mind and spend an Action to activate. You may levitate at four times your normal walking speed for 1 Minute. You must use a full-length broom to fly.
You cannot levitate while encumbered.
You may activate this Power to slow and survive any free fall.
The Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
You may hold up to 5 items in your stash, each no larger than something which Fits Inside A Messenger Bag.
Storing or withdrawing items from your Stash costs an Action but has no Exertion cost.
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Target an object within Arm's Reach and spend 1 Minute examining it. At the end of the cast time, roll Charisma + Academics, Difficulty 6. The information you gather depends on your Outcome.
Sentimental value is not revealed during this investigation.
1: The object's common material value
2: The object's highest material value
3: What about the object makes it so valuable
4+: Additional information at GM's discretion.
The number of information-revealing Enhancements attached to this power is limited to 2 for Novice characters, 4 for Seasoned characters, and 7 for Veteran characters.
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.
Spend an Action, Exert your Mind, and toss a container's worth of fine powder (something industrially produced, not just dust). For the next minute, you are aware of the exact position of all detectors within 50 feet. Sense of direction lasts for 1 minute.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Spend an Action and Exert your Mind to activate, lasts one hour. While active, you may climb up any wall or ceiling at half your normal ground movement speed.
At first glance, this appears to be a standard, modern house key made of ivory. A close observer might compliment its skull-shaped head or usual material. No one would suspect it to be one of the Thief's most prized possessions: The Skeleton Key.
The Skeleton Key slips easily into any small or medium-sized keyhole and turns without a fuss. The thief even used it on a door that used key-cards once.
Spend an Action and use The Skeleton Key to lock or unlock any lock within Arm's Reach. It cannot be used on locks more complicated than a residential door or common padlock, and it can only open locks that require a key of some sort.
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
If the Selkie's Skin is worn against or near your skin (a Selkie-Skin backpack is okay, holding it with welding gloves is not), any contact with salt water will cause you to transform into a seal. The metamorphosis does not require an Action and lasts an hour after the salt water dries off.
Your equipment does not transform with you. Your Injuries persist between forms, with potentially lethal results.
Seal Stats:
Brawn: 1
Dexterity: 1 on land, 5 in water
Perception: 2
Swimming speed is double the standard.
To take things a step further, take the Drawback Traumatic, with failure resulting in a compulsion to touch the skin at all times.
The Scepter of Ang-Kapal is a gruesome device fashioned to look like a skeletal arm clutching a glass eye. When used, blood from the person holding is drawn into the eye where it swirls with dark energy. The eye turns to a nearby corpse and shudders, reviving the creature. The creature does not retain any of its memories or personality, but it is absolutely loyal to whoever is holding the scepter.
The Scepter of Ang Kepal has the unfortunate side effect of driving its owner mad.
Target a corpse that has died within the last month, spend an Action and Exert your Body to raise the dead. Make a Trauma roll. The resulting creature has no memory of its past life, and no hint of its personality remains.
The revived creature will follow any command the holder of the scepter verbalizes.
The creature lasts for one day or until re-killed. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
The revived creature's Abilities are those that it had in life, but its Charisma, Wits, and Intelligence, are all set to 1. Its Brawn, Dexterity, and Perception are the same as it had in life. A revived creature cannot use any Powers.
This Power has borderline too many Drawbacks. Cell Leaders should generally restrict Powers to four Drawbacks maximum.
The Vampire is able to turn a dying human into a lesser vampire, a pale shadow of a full creature of the night but useful nonetheless. They must allow the dying human to drink their blood, uninterrupted, for roughly 10 seconds, and the person will be reanimated as a shambling, unintelligent thrall.
Spend three Actions allowing a dead but not dying human to drink your own blood, and Exert your Body. If nothing interrupts this, they will be transformed into your thrall. You may have [[maximum-minions]] active at a time. The minion lasts until it is killed, has dog-level intelligence, and cannot communicate back to you.
Minions have the following stats. You have 7 times 2 points to distribute between the following:
Health levels, Movement dice, Attack dice, and alertness all of which have a maximum of 6.
Health: 6
Movement/dodge: 2
Attack (difficulty 6): 6
Alertness: 0
Their attack does (successes to hit + 1) damage.
The Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
Passive, always in effect. Unarmed attacks with your fangs will do +3 more damage, and the target's Armor is Fully Effective. Brawn does not act as armor against them. If you successfully grapple a target, you may bite them, dealing damage equal to the Outcome of the grapple roll.
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
Any stabilized injury heals quickly, reducing its severity by one level each time [[cool-down]] elapses. Must fully drain a person of blood each time the severity reduces in order to gain the effect. Can spend an Action and roll Body, difficulty 7, to stabilize your own injuries, and anyone else attempting to stabilize your injuries is at -2 difficulty.
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
+1 Brawn, +1 Dexterity, +1 Charisma. No longer counts as 'Human' for the purposes of any powers or effects which care about such things. Benefits don't apply when in direct sunlight, or when you have not consumed fresh human blood within the last 24 hours. Damage from fire and effects from heat are doubled.
There are numerous versions of vampires throughout mythology and no two are quite alike, so don't feel like this specific version is some sort of standard.
The Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action transforming into one of the creatures in your catalog. You remain transformed for up to one hour and may change back at will. All Actions are -1 die for 24 hours after this Power ends. Your clothes change with you and are returned when you change back. You may only use this Power once per day.
Your Injuries persist between forms, with potentially lethal results.
Available forms:
Vampire Bat (1 Brawn, 3 Dexterity, 1 Perception, echolocation)
Wolf (2 Brawn, 4 Dexterity, 3 Perception, bite attack, wolf nose)
While transformed, the Werewolf can leap great distances, allowing them to climb buildings and close the gap between them and their prey.
Spend and Action and Exert your Mind to jump a maximum of 50 feet distance, 10 feet vertical. You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet. Usable only in werewolf form.
Landing on relatively horizontal surfaces is easy, but if the landing is precarious, you’ll need to make a Dexterity plus Athletics roll to land/grab on safely. You can land safely when falling from twice your vertical height. After that amount, you take damage as normal.
This is a solid contender for the Cantrip Enhancement, which allows the Power to be activated without an Exertion cost.
By concentrating, the Werewolf may access their heightened sense of smell in human form, allowing them to track prey and figure out where people and things have been.
Your nose is as sensitive as a tracking dog's. You can differentiate between many scents and recognize anything you've smelled before. Useful for determining where someone or something has been, for tracking, etc.
This Power is passive and always in effect, but it can only be used for investigative purposes, not passive detection
If you don't mind having a blackened nose when you're smelling interesting things, you can take this without Concealed. Otherwise, it's probably a good idea to invest a second gift in making it truly passive.
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
The owner of said body may grow overconfident or feel trapped by their difficulty dying. Risky behavior often follows.
Any stabilized Injury heals quickly, reducing its severity by one level each time [[cool-down]] elapses. Therefore, if you have the cool-down parameter at level 1 (three days), and you have an Serious (4) Injury, it will drop to Threatening (3) in three days and be fully healed in 12 days. This power does not heal battle scars and cannot heal wounds caused by silver or the bodies of supernatural monsters.
If you are considering two courses of action, you are compelled to take the riskier choice and must roll Mind Difficulty 7 to take the safer approach.
You may Exert your Mind to stabilize any Injury.
This is a good Power to sink several Gifts into, and the flavor can be adjusted if desired. Werewolves are allowed to take Regeneration despite the restriction on healing Powers due to it being strongly associated with the flavor of werewolves.
The Werewolf unleashes the beast within, quickly transforming into an imposing hybrid of human and wolf with a series of bone-popping snaps. Their head is replaced wholesale with that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from a great deal of their body, and tight-fitting clothing is often ripped and torn in the transformation. While transformed, they lose a great deal of self-control, and they cannot return to human form for some time.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend an Action transforming. You must spend 30 minutes as a werewolf.
While in your werewolf form you gain +1 Brawn. You cannot speak as a werewolf, only growl, bark, and snarl. You do not suffer dice penalties from Body damage while transformed. Brawl attacks you make with your teeth or claws cannot be soaked by Brawn and deal +1 Damage. While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
When you are struck by moonlight, you must make a Mind roll, Difficulty 7. If you fail, you must activate this Power.
You have access to all of your Powers as a werewolf.
The specifics of your werewolf form are open for customization. Take the Indiscriminate Killer and/or Paws Drawbacks for a more chaotic and bestial flavor, or invest in the Willful End or Quick Change Enhancements for more flexibility. Be careful about taking Drawbacks like Conditional on "core concept" Powers such as this one; they may make your Character feel impotent in an unintended way.
The Monk enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind, spend an Action, choose a location within 500 feet, roll Mind. You may see (but not hear or use other senses) as if you were standing at the targeted location for up to [[duration-outcome]]. You must maintain concentration to keep up the effect, and you cannot perceive both locally and at the target location or switch between them. A ghostly image of yourself appears at the target location for the duration of the Power.
The Harbinger has introduced the Monk to an old master who has accepted him as a pupil. Their training is brutal, but effective. Weeks of driving his hands into piles of sand has hardened them into frightful weapons.
The Monk is capable of catching swords by the blade and does not fear spiked armor. Further, the attacks of their hardened hands are truly deadly.
Passive, always in effect. Unarmed attacks will do +2 more damage and the target's Armor is Fully Effective. Brawn cannot be used as Armor against your unarmed attacks.
You may never take damage from attacking a dangerous surface (e.g. spiked armor, acidic hide, etc.), and you may parry attacks from melee weapons as you would an unarmed attacker.
Once you have three or four different Powers, a hand-to-hand-focuses Character should invest several additional Gifts here. Fight Circle, One Inch Punch, and bullet-catching are among the must-have enhancements.
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Spend an Action, Exert your Mind, and roll Dexterity + Brawl, Difficulty 6. The must be in melee range and may use a Reaction to dodge or parry as normal. If you have a positive Outcome, speak a condition involving the number 5 aloud to your target. The first time they fulfill the condition, they take the activation roll's Outcome plus 2 damage. The target's Armor is Fully Effective.
This is not a standard hand-to-hand attack and is not affected by Powers that enhance standard hand-to-hand attacks.
Investing Gifts into Armor Piercing can help sell this Power's "straight to the heart" flavor.
The Necromancer performs a quick ritual where they spit into the mouth of a recently deceased corpse. The corpse comes back to life (somewhat), and speaks to the Necromancer.
Spend an Action and target a human corpse that died within the past week within Arm's Reach. You may communicate with the deceased for 10 minutes. The conversation happens aloud in your native tongue and may be overheard or intruded upon.
You may only use this Power on a given corpse once per day.
When the Necromancer makes eye contact with a person, they are able to siphon off a large chunk of that person's life essence, causing rapid aging and slowing the Necromancer's own aging down. They are unable to retain youthful beauty, however, and appear skeletal and pallid.
Exert your Mind and make a Charisma + Occult roll, which the target can resist by rolling their Body. Target is aged by your Outcome in years if you succeed, and you cease to age for one tenth that amount. Cannot be used beyond a range of Arm's Reach, and you must make direct eye contact with them in order to activate the power. Every time you activate this power, you must make a Trauma roll.
If target is human and aged beyond 40 they must roll Brawn difficulty (age/10 rounded down). If they fail, they lose Attribute point from either Perception, Brawn, or Dexterity (chosen randomly). Botches subtract additional Attributes. In the event that they are aged more than 10 years, they must make one such roll for each decade. Reducing any Attribute to 0 causes death (A Perception of 0 causes an indefinite coma).
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.
The monster hungers for brains and will aggressively pursue and attack anyone it sees, including the Necromancer that created it.
Target a corpse that has died within the last month, spend an Action and Exert your Mind to raise the dead. The resulting creature is a husk of their former selves, a mindless, brain-hungry zombie. It has no memory of its past life, and no hint of its personality remains.
The creature lasts for one hour or until re-killed. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
The revived creature's Abilities are all set to 0, and its Charisma, Wits, and Intelligence, are all set to 1. Its Brawn, Dexterity, and Perception are the same as it had in life. A revived creature cannot use any Powers.
This Power can easily be customized for the desired effect and flavor.
"The Coffin" is a black, alligator-skin briefcase made to look like its namesake. The interior is coated in red, quilted leather. It is quite a bit larger on the inside, appearing to stretch backwards like a dark passageway.
It can only be used to store things commonly found in coffins, such as bodies, clothes, jewelry, photos, weapons, coins, and similar.
There is no cost to use The Coffin. Its storage area is 5x times the normal space that container would have (roughly 100 liters). Objects stored inside weigh their normal weight divided by 5x. Only objects commonly found in coffins can be stored.
Living (or undead) creatures can be stored in your container if appropriate, but they will have access to the items inside and may attempt to break free, destroying the container forever.
This is a unique object that can be lost or stolen.
Temporal Bubble is a great Enhancement to prevent smelly situations and store pre-revived corpses for quick access.
The Necromancer may exert their will on any undead creature, forcing it to act as they desire. The Necromancer's eyes turn completely black, and they speak a command to the creature in the language of the dead.
Exert your Mind, spend an Action issuing your command to an undead creature, and roll Charisma + Occult. If you succeed, the effect lasts for Outcome in rounds. The target may resist by rolling their Mind. The complexity of your command is capped at Simple commands, mostly single word (sit, come here, run) and can’t be obviously self-endangering, destructive, or in violation of the target's morality.
Undead creatures often have fragile, easily-influenced minds, so this Power may be unresistable (or resisted by the creature's controller) at the GM's discretion. Also, the definition of what is "self-endangering" for an undead creature may be flexible at GM's discretion.
Note that I have included a little guidance into how Suggest's restrictions may interact with undead creatures. Establishing these things before the game is generally useful and appreciated when a Power's flavor doesn't quite match its system effect. You cannot remove restrictions outright without taking Enhancements, but you can highlight that it is up to the GM to determine if they are appropriate for their creatures. Cell Leaders should approve all such System hints.
The Necromancer temporarily assumes the form of their own corpse, complete with maggots, spilled entrails, and exposed bone. They cannot move, speak, or use Powers while transformed, but their empty eye sockets see as well as ever. They revert to their old self in three minutes.
Exert your Mind and spend a round transforming into your corpse. The degree of rot and bodily damage is up to you, but the corpse must always be easily recognizable as your own. While transformed, you cannot take any actions, but you can perceive the world as normal. You remain that way for 3 minutes.
If you are damaged while transformed, the damage is realized when the effect ends. If you are damaged before you transform, your corpse will have the same injuries.
Take the Willful End Enhancement to turn this into an ambush Power. If you’re feeling brave, the Critical Failure Drawback gives you a chance of returning as a partial corpse.
The "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when a battle begins, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
The visor activates automatically at the start of combat. The HUD lasts 1 minute, during which time all creatures that are holding a weapon within 50 feet are detected and painted with a red dot. The visor tracks their movement and location, and that of any new targets, as long as they remain in 50 feet.
This is a unique item that can be lost or stolen.
The "beginning of combat" trigger is borderline overpowered and should not be used for any Powers that are too offensive or defensive. Cell Leaders should be cautious when approving Powers that use it, especially if such a Power already exists inside the cell. Note that I gave the Power an ammo display in its Description. This is acceptable because that effect is not powerful enough to warrant an Enhancement, and it enhances the flavor of the Power quite a bit.
The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While the shield is in supercharge, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield. The duration is very limited due to the strain of existing in a skin-tight environment.
The PSG Omega Shield glows an almost blinding white light when active.
Spend your Action or Reaction and a point of the PSG's Omega Charge to erect an impenetrable personal shield. At the time of activation, you choose how long it should last, from 1 to 3 rounds. You cannot perceive the outside world or take any Actions during this time, but your shield is utterly indestructible.
Multiple Powers can have the same Unique Focus (like this Power and the Personal Shield Generator). This allows you to create extremely powerful items. Note the slight adjustment of Willful End to accommodate Phase Out's restrictions. . . I should probably change that.
The 255TE "Lancer" Rife fires an extremely deadly spike of plasma at its targets. It comes standard with a volume control, allowing the soldier to mute its normally fearsome lightning crack report for stealth missions. It is also keyed to the Future Soldier's DNA, so only they may fire it.
This is a unique item that may be lost or stolen. The Lancer's attack is Dexterity + Firearms, difficulty 8. It has normal rifle stats, on top of which it deals an extra [[additional damage]] damage, and the target's Armor is Reduced to 1/2, rounded up. Its shots can be made silent at will, and it will only fire for its owner (whoever has possessed it for the past two months).
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
The device itself is an unremarkable metal hexagon that is worn on the belt. When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
When wearing the PSG, subtract 4 from damage dealt to you by physical attacks, down to a minimum of 0 damage. Armor from multiple sources does not stack.
This is a unique item that may be lost or stolen.
Make it an implant by removing the Focus and Unique Focus Drawbacks.
The Future Soldier has access to an arsenal of specialized foam grenades. These look like glowing orange capsules with a rugged rubberized grip. When thrown, they burst into splash of expanding neon orange foam. Initially this is no more than a mess, but the foam hardens in seconds, severely hampering the movement of anyone unlucky enough to have been splashed. Those affected may use their hands or weapons to hack away at the foam and free themselves.
An activated foam grenade will immediately explode if it travels more than 20 feet from the Future Soldier.
Spend an Action and make a Difficulty 5 Dexterity + Athletics roll to toss a foam grenade within 20 feet. The grenade immediately bursts, splashing everyone within a ten-foot radius of your target area. On your initiative in the next Round of combat (about three seconds later), the expanding foam hardens. Any affected individual moves at one quarter of their normal speed.
You start each Game with three foam grenades. You may obtain one per day, but there can never be more than three in existence.
Targets may attempt to break free by making an attack against the foam. Attacks against the binding are made at +1 Difficulty. Breaking the binding requires an amount of damage equal to the successes on your initial roll. Damage from multiple attacks is cumulative and stacks linearly. Prior to hardening, any attempt to remove the foam from their body counts as a successful attack with damage equal to their successes on their roll.
This Power is a good example of choosing Enhancements and Drawbacks for flavor before considering balance. The "Slow Crawl" Drawback was added to bring this Power's Gift cost down to 1 and would be a prime candidate to remove with a future Gift. Note also the justification for the range limitation in the Power's description. It may still not feel great, but it's better than just ignoring the fact that one could easily throw a grenade more than 20 feet. Investing Gifts to increase the range and the potency of the foam can make this Power more flavorful and useful.
The Ranger 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 suitable for sleeping.
Whenever you are surviving in nature, you passively gather resources, allowing you to go [[potency]] times longer than a normal human without food, water, or sleep. You may Exert your Mind to extend this effect to a traveling companion.
Passive, always in effect.
The Ranger can release a cloud of pheromones which compel all creatures in an area to follow a specific command. When activated, purple cloud-like whips burst from The Ranger's body and flow into the nostrils of all nearby animals. The smell depends on the sort of command: Aggressive commands smell like sweat and blood, Calming commands smell like lavender and cream, social commands smell like spice and dirt, and other commands smell like pine and fog.
Exert your Mind and spend a round issuing a command to a simple animal (not supernatural or sentient). This Power cannot affect hostile creatures. This command can be issued from Arm's Reach, but you must have some means of knowing where the animal is and/or communicating the command to it. Your command cannot be beyond their intellectual grasp, and cannot obviously endanger them. Duration depends on the command, but is generally not longer than a day. This power does not obligate loyalty beyond the scope of the specified command.
When the dense underbrush of the jungle blocks your path, The Ranger may channel the spirits of local squirrels in order to move unhindered by twigs, branches, thick underbrush, or spiny thorns. While they move, they must drop to all fours and leave any bulky equipment behind.
Spend an Action and Exert your Mind to activate. You are able to traverse dense foliage for one hour. You move at fully speed for the duration but you must move on all fours and cannot take any significant weight with you.
The Ranger does not approve of hunting with guns; they prefer using more personal weapons that bring them closer to the animal they are hunting, as was true in the times of their ancestors.
They are deadly with a bow, and may pin targets to nearby walls or floors with their arrows.
Passive, always in effect. Successful attacks with bows and arrows deal an extra +1 damage and the target's Armor is Fully Effective. When your arrow hits, if the target is near a wall or floor, your arrow pierces through them, pinning them to the wall or floor. Unpinning oneself quickly worsens the arrow's Injury by one Severity.
The Ranger is adept at following their quarry through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
If you find a track made within 24 hours, you may Exert your Mind, spend 1 Minute focusing on your quarry. At the end of the cast time, roll Perception + Survival. The trail the target made within the last 24 hours is illuminated, making it easy to follow. An outcome of 1 is sufficient for tracking the target in their current means of transit, and an Outcome of 4 or higher allows you to track them through vehicle changes or when using means of transit where no tracks are left (e.g. levitation). You are not made aware of where the target is currently; you must follow the trail to find them.
Your target will likely notice the tracks they've just made being illuminated. However, after activating this Power, no new tracks are illuminated.
The effect lasts until you give up the hunt.
The number of information-revealing Enhancements attached to this power is limited to 2 for Novice characters, 4 for Seasoned characters, and 7 for Veteran characters. You may still take any number of other, non-informational enhancements.
Regardless of donor blood type, body type, gender, or similar, the doctor may perform a transplant to replace a damaged body part in a matter of hours. The replacement organs and limbs must be recently deceased or preserved.
Exert your Mind and spend An hour treating your patient. The treated Battle Scar will heal over the course of the next week. If you fail, you cannot attempt to treat that particular Battle Scar for a month. Use of this power requires an organ (or limb, etc) to replace the affected area.
The Doctor examines their patient, asking them questions and giving a standard medical checkup. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Exert your Mind, target a consenting or incapacitated individual within Arm's Reach and spend 1 Minute examining them. At the end of the cast time, make a Perception + Medicine roll. The quality of the information you receive depends on your outcome.
Outcome of:
1 - discover any medical issues that a normal examination could reveal.
3 - discover any hidden medical issues
4 - reveals the patient's Traumas
5 - reveals details of any supernatural affliction they are suffering.
The number of information-revealing Enhancements attached to this power is limited to 2 for Novice characters, 4 for Seasoned characters, and 7 for Veteran characters. You may still take any number of other, non-informational enhancements.
No Gifts assigned!
The Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation with the target's inner monologue.
Spend an Action to send a telepathic message to an individual within 150 feet. You must be able to see your target, and they must be human. The message can be no more complicated than a tweet (just a couple sentences), but the target may reply in kind, and the telepathic conversation can bypass any language barrier which exists.
The Psychic focuses for a moment, and a precise replica of themselves shimmers into existence. The copy is merely a visual illusion and is easily dispelled if attacked. The Psychic may concentrate to puppet the illusion, or give it a basic, repetitive task.
When the illusion ends, the psychic's body is wracked with sympathetic pain.
Exert your Mind, spend an minute, and make a Charisma +Influence roll, Difficulty 7. Success allows you to generate a visual illusion of yourself and place it within arms reach. The illusion will remain in place for 1 Minute, but it may be directed by concentrating.
Upon observing an active illusion, a person can make a Mind roll, difficulty 7. If their Outcome is greater than the Outcome on your initial roll, they realize that they are viewing an illusion, though it will still be visible to them for the duration. If they investigate the illusion and notice it is non-corporeal or otherwise behaves in a bizarre manner, they conclude it is an illusion without a roll.
Your mirror image may only affect a person's sense of sight, not hearing, smell, taste, touch, or other senses. If touched or attacked, it is destroyed. When the illusion ends, your Penalty is increased by 2 for one hour.
The Psychic can glean various important details about a person simply by engaging in a short conversation with them for a minute or so.
Target a human within Arm's Reach, make a Perception + Influence roll, and spend 1 Minute engaged in conversation with them. By the end of the conversation, they will have revealed to you their relationship to a particular other person (specified before the Power is cast), as well as any hidden desires they have. The quality of the information you receive depends on your outcome, and all information obtained will be spoken aloud for anyone else nearby to hear.
This power has no Exertion cost, but cannot be upgraded further.
The number of information-revealing Enhancements attached to this power is limited to 2 for Novice characters, 4 for Seasoned characters, and 7 for Veteran characters. You may still take any number of other, non-informational enhancements.
The Psychic can, with great focus and mental strain, channel their will and energy to cause objects to move about. The effort of this causes The Psychic's nose to bleed slightly.
By concentrating fully, you are able to interact with objects you can see at a distance of 5 feet. Rolls for Actions taken with these objects use Intelligence in place of Brawn and Wits in place of Dexterity. The effective rating for these Attributes is limited to 3 for Actions that would use Brawn and 3 for Actions that would use Dexterity.
While this power is active, or for an hour after you activate it (whichever is longer), you have an additional -2 penalty to any rolls made, on top of any Mind and Body penalty you currently have.
You cannot engage in Combat with this Power, nor take any actions that require high manual dexterity (typing, using complicated tools, etc).
If the object passes out of sight, you lose your hold on it.
You must maintain concentration while using this Power. That means you cannot move or split your Action between using the Power and other Actions. If you are Injured or interrupted, you must roll Mind Difficulty 9 to maintain Concentration. If you fail, you cannot use this Power for a minimum of 6 - Wits rounds.
The Technician can pour a water-bottle's worth of nanite goop onto a broken machine. Under their careful direction, the nanites go to work restoring the broken object to a functioning state. The goop shimmers and crawls, sparking with blue electricity as it reforms broken parts.
Make a Wits + Computers roll and use a water bottle's worth of nanite goop to repair an object. You must Exert your Mind if the target is supernatural. After (10/Outcome) Minutes work, it is repaired back to a functional state. If you fail the roll, use 1 as your Outcome when determining Cast Time, after which you realize you cannot repair the object.
More than half of the target object must be present to repair it.
Cannot be used on an object larger than an SUV.
The Technician can hack any mundane piece of technology, granting access to its informational stores, or, in a pinch, allowing them to issue commands. The hacked system will display a flickering image of a ghost until it is dismissed.
While hacking, The Technician's fingers move with supernatural speed, seeming to blur in a ghostlike fashion.
Exert your Mind and spend 1 Minute hacking the target. You must succeed an Intelligence + Computers roll, the Difficulty of which is determined by the GM based on the security of the system you are hacking. A bar's point-of-sales system would be Difficulty 5, a major social media site Difficulty 7, and a nuclear reactor is Difficulty 9.
If you succeed, you may issue a single command to the system. This command must have a specific outcome or a general request for login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
This Power has no Exertion cost if you only use it to access information and not send commands. The hacked system will display a flickering image of a ghost until it is dismissed.
This Power is not usable on sentient or supernatural machines.
The Technician can create an earpiece capable of communication over any range. These devices function as standard radio headsets or phones but may tap into a shared charge to enable quantum-entangled communication that is 100% reliable regardless of range or condition. When utilizing quantum communication, the earpiece transforms into a glowing orb of atomic energy.
You may create as many earpieces as you want during a Downtime. They function as standard radio headsets and 3g cellphones with voice capability. You may spend an Action and a point of Quantum Charge to send a short message to any communicator, regardless of distance. You and the recipient may hold a conversation over the connection for the next two hours.
The Technician has implanted themselves with a chip that allows them to interface directly with technology, even at a distance.
Spend an Action and target a computer-based device within 20 feet, no roll or Exertion required. You may now communicate with the technology whether or not it exposes an interface. Concentration must be maintained or the connection will be lost.
The Technician can upgrade a normal, mundane drone into a Buzzbot, an insectoid-looking remote control machine capable of monitoring an area. The Technician can tune in to the Buzzbot's feed at any time by concentrating, and it is recording what it sees always.
Unfortunately, the Buzzbots are true to their name and tend to make a lot of noise. They are easily discovered.
Spend an Action and Exert your Mind to turn a mundane drone into a Buzzbot Ward. You may have at most 3 wards running concurrently. This Power does not give you the ability to control the movement of the Buzzbot, so you must use a standard remote control unless you have another Power. You can hear and see through the Ward as though you were standing at its location.
Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later, similar to a video
The Ward requires your full attention to monitor. It can be detected and destroyed through mundane means, and its presence is obvious due to the buzzing sound it makes.
The Technician uses their tools to attach a Thorium Core to an object. The core supercharges the item, increasing its quality dramatically. However, once the core runs dry, the object is rendered less useful than it was before. The core crackles with blue electricity while active.
Exert your Mind and work on the object in question for One Minute using a standard set of tools. It receives 3 extra dice to all actions taken with the intended application. This effect lasts for One Day, after which, the object is at a -2 dice penalty until repaired by an expert or Upgraded again.
As always, dice bonuses to the same dice pool do not stack. Instead, the higher bonus is used.
The Priest can channel their true faith in the Lord into a brutal assault on the consciousness of demonic or unholy creatures. By wielding his favored holy symbol, a gilded crucifix, they can put a proper fear of God into them, leaving them cowering at any truly holy things they encounter. Brandishing his crucifix in this way wreathes his entire body in a warm golden glow.
Choose a demonic or unholy creature within 20 feet, Exert your Mind, and brandish a crucifix in front of you. Your target, as well as all valid targets within 20 feet of it, must make a Trauma roll (Mind, Difficulty 9). If they fail, they acquire a Fear of holy things, and take 1 point of Mind damage. This Trauma may be removed by Powers or mundane therapy as per the normal rules.
Your target is aware that they are being attacked and can usually determine you are the one doing it. If your target is incapacitated, they automatically fail their Trauma roll.
You have no Exertion cost if you have just been attacked by and taken an Injury from your target.
The Priest faith in the Lord has blessed them with the sustenance necessary to constantly continue their ministry. They rarely sleep, can last for months without food, and has gone close to a month without water on occasion.
They may also provide the Lord's blessing to another individual, feeding and watering them for several weeks. However, since these miracles started occurring, The Priest has constantly emanated a soft golden glow, which blazes bright whenever they offer a blessing.
You may go [[potency]] times longer than a normal human without food, water, and sleep. You may Exert your Mind to extend another person's need for food and water to [[potency]] times that of a normal human.
The Lord protects The Priest from evil. They are bathed in a glowing golden aura of Faith, marking them as one of the Lord's servants to any with knowledge of such things. Any attacks are slowed by their aura of Faith, often failing to reach them at all. Should one of their attacks make it through, the act of coming so close to a holy man hurts them just as much.
As long as you are holding your gilded cross, you have an Armor rating of 2. Armor from multiple sources does not stack. Passive, always in effect. Any attacker within 5 feet takes damage equal to half your Armor rating, rounded up.
The Priest's miracles have expanded into the treatment and curing of poisons and diseases. To do so, however, they require a ceremonial dedication (or often re-dedication) to the service of God. This takes one minute, during which The Priest and the patient pray together and perform some ritualistic bloodletting. The bloodletting wounds burn with holy, golden fire, attacking the sinful disease or poison and expelling it from the body.
Exert your Mind and spend 15 Minutes treating your patient. You may cure any diseases, poisons, etc, the target has, even if they don't have an existing mundane cure, and don't require a full diagnosis to do so. The disease or poison cannot be supernatural in nature. Must be within Arm's Reach of your target. The target must willingly submit to ritual bloodletting done by a blessed ceremonial dagger, causing a 1 point Injury to them, as well as engage in a minute of prayer.
Dr. Freeman makes a circular incision around his patient's head and removes the top of their skull. He closes his eyes, places his fingertips directly on the patient's brain, and starts to massage the grey matter. He may then sift through the patient's memories at will. As he does so, little electric arcs crackle between his fingertips and the exposed brain. This procedure is incredibly invasive and thorough but may cause the death of the patient.
Directly touch the brain of an incapacitated, sleeping, or drugged target, Exert your Mind, spend 2 Rounds establishing a connection, and make a contested roll of your Charisma + Medicine vs their Mind. Additionally, roll 1d10. If the result is a 1, the patient's brain is destroyed.
You must maintain concentration as long as you are reading their memories. If your target moves out of range or your concentration is interrupted, the effect ends.
This Power has no Exertion cost if the target has an Intelligence score of 2 or less. You may read memories that the target has forgotten.
This Power lets you ask specific questions about the target’s memory like “what is their computer password,” “What were they doing at 4:00PM yesterday?” “When was the last time they met so and so?”, And answers generally play back like a scene. This Power does not allow you to glean large synthesis answers like “Is she a good person?” “Is she planning on backstabbing us?” “Is she popular?”
Note that the critical failure effect of killing the target is reasonable because the Power already requires them to be in a position where they could be killed at any moment. This critical failure effect would not be appropriate in Powers with more flexible targeting requirements.
Dr. Freeman drives his orbitoclast into the eye socket of his patient, and, with two quick sweeping motions, severs the particular connections in the brain responsible for trauma.
This procedure is not without its risks.
Exert your Mind and treat your patient for One Minute. During treatment, your patient may choose to reveal one or more of their Traumas to you. You learn the details of these Traumas, including the circumstances of how they were acquired. When treatment is complete, Roll Charisma + Medicine, Difficulty 7. If you are successful, you may remove one of the patient's revealed Traumas. The patient must make a Trauma roll when you use this power. In addition, roll 1d10. On a 1 something goes horribly wrong: the patient's Intelligence and Wits are permanently reduced by 1, and they receive a new Trauma that cannot be cured with this Power.
This Power has no Experience cost for you or the patient.
There was a time when battlefield medics would race each other to see who could amputate the most limbs in an hour. Often they could be found standing beside a pile of limbs stacked head-high, wiping their blade on their aprons between patients.
These days amputations are rare, but Dr. Freeman believes they should be more common. "An injury separated from one's body is no injury at all," he says, removing a patient's mangled hand with a few practiced hacks. And it's true! Behold a fully-healed stump where once there was a threatening injury.
Exert your Mind and spend 2 Rounds treating a specific Injury on a limb of your patient. Roll Dexterity + Medicine, Difficulty 10 - 3. Each Success reduces the Injury's Severity by one. If you can reduce its Severity to zero, the wound is fully healed. Otherwise, it is partially healed and stabilized, and it will heal the rest of the way at its natural rate.
Even a partially successful treatment removes the limb from the Injury down, causing a Battle Scar. Cannot be used on Injuries that are not on aputatable body parts (such as the head). You must have some blade or saw capable of performing the amputation to use Amputate.
This Power is only effective on humanoid creatures, and you cannot target yourself.
You cannot target the same Injury more than once.
Dr. Freeman is a master of surgical transplants and inter-species grafting. He may perform a surgery that permanently alters the body of his patient by incorporating a part from another creature. This can range from a facial transplant to replacing a lost arm with a tiger's paw.
Exert your Mind, choose a living target within Arm's Reach, and spend 15 Minutes performing your surgery. You must roll Intelligence + Medicine, and the target may resist by any physical means provided they are not restrained, unconscious, or incapacitated.
If you are successful, you may incorporate a part from another creature's body into theirs, potentially changing their body in a drastic way. The alteration may be aesthetic, debilitating, or even provide some functional benefit. Dice bonuses from beneficial augments are limited to +1 die for relevant actions, or to simple beneficial traits possessed by mundane animals, such as gills for water breathing
Your alteration either counts as a new Battle Scar or changes the nature of an existing Battle Scar.
Dr. Freeman engages in an invasive regimen of humor-balancing. Sometimes this means forcing his patient to consume vile mixtures of herbs and minerals, other times, using drugs to induce violent fits of vomiting. No matter the rest of the treatment, he always performs bloodletting, opening a vein to drain a significant amount of blood. The fluids drained this way are streaked with sickening tracks of diseased green and yellow bile.
As awful and disgusting as the procedure is, one cannot argue with the results. The treated patient stumbles away cleansed of any diagnosed diseases, poisons, and venoms.
Exert your Mind and spend 15 Minutes treating your patient by draining at least one pint of blood. You may cure any single disease or poison so long as you have diagnosed it. The disease or poison must be mundane and curable with modern medicine. Must be within Arm's Reach of your target. Treatment causes a Severity 1 Injury to the patient.
The time-twister presses a button on one of her wrist watches, and, in a flash of orange light, disappears. She has skipped 9 seconds forward in time. To her, the travel is instantaneous, but everyone else must wait until she reappears.
Spend an Action and Exert your Mind, and touch your watch to phase yourself out for 3 rounds. You cannot perceive the outside world or take any actions during this time, but nothing can interact with you in any way. This Power may be activated as a Reaction.
Come one, come all! Stand in amazement and behold as the Fire Eater consumes a flame as we would cotton candy! Gasp with fright as they breathe a plume of fire a great distance! And yes, ladies and gentlemen, it is quite dangerous.
Exert your Mind and spend two Actions performing a fire-eating trick with some materials. At the end of the second Action, you may create or extinguish a fire as large as A fire in a residential fireplace (3 Damage per round) within 20 feet. These fires are mundane, and require fuel and oxygen to burn. Fires the size of a lighter or candle flame can be created or extinguished without Exerting your Mind or potentially triggering a critical failure.
Roll a single D10 when you activate this Power. If you roll a 1, you critically fail. The fire burns your throat, and you take a Severity-4 Injury.
Lighting a creature on fire deals A fire in a residential fireplace (3 Damage per round), starting the round after the first. Armor reduces this damage, but is likely to be damaged or destroyed after one or two rounds. Fires may be extinguished by the target if they spend an Action and roll Wits + Athletics, Difficulty 8.
The Cell Leader for this Power has ruled that the Critical Failure Drawback does not apply to creating or extinguishing small flames.
The Slime possesses a goopy pseudopod that can be extended from any part of their body. This pseudopod is not as dexterous as a hand, but it can reach up to 30 feet and squeeze through tight areas. If damaged or destroyed, the Slime can regrow it in a couple days.
The Slime's skin is always a little goopy and shiny, even when the pseudopod is hidden.
Your Extra Appendage functions as an additional arm and hand, but it is not capable of fine object manipulation. Any Battle Scars on your Extra Appendage, including its complete loss, can be healed over one Downtime.
If your Extra Appendage acts as an additional limb instead of a replacement, you do not need to re-roll to maintain a successful grapple. Instead, your previous Outcome can be reused each Round until the grapple is broken.
Your skin is always a little shiny and malleable. Your Extra Appendage may reach up to 30 feet and squeeze through impossibly small gaps.
This Power is passive and always in effect.
The Android's machinery is unaffected by by mundane diseases, toxins, poisons, or venom. Their synthetic skin, however, is unable to properly emulate the appearance of human skin, leaving you with a pallid complexion.
You are passively immune to mundane diseases, poisons, toxins, or venoms.
The Demolitionist can sculpt plastic explosives such that they appear to be nothing more that children's toys. These objects have a blue coloration or tint, and don't appear to be anything but the mundane object whose appearance they have taken.
Exert your Mind and spend a minute disguising a plastic explosive within Arm's Reach. Its new appearance can be any sort of child's toy, but it must be of a similar size and shape and be relatively generic (no specific, original works of art or signed letters). The forgery lasts until you choose to dispel it. May have 3 running concurrently. Can be ended early. Is Concealed by default.
The disguise holds up to almost all non-supernatural scrutiny (exceptions may be made for scientific examination or being held by someone who is a master of items of that type). Supernatural investigation abilities and Powers can detect the object for what it is.
Forgery does not alter the composition, functionality, or weight of any item.
The Spy can make their ID card appear to be any form of valid identification for whatever scenarios they may find themselves in.
Exert your Mind and spend a round disguising your ID card, if it is within Arm's Reach. Its new appearance can be any other form of identification which has a roughly similar size. The forgery lasts for one hour. May have 1 running concurrently. Is Concealed by default.
The disguise holds up to almost all non-supernatural scrutiny (exceptions may be made for scientific examination or being held by someone who is a master of items of that type). Supernatural investigation abilities and Powers can detect the object for what it is.
Forgery does not alter the composition, functionality, or weight of any item.
The Wizard reaches into his pointy hat and focuses. Its stars and moons begin to glow. Inside, light wells and flows like a viscous liquid. Then, he withdraws the item of his choosing.
Costs exertion to activate. Roll Perception + Occult. Difficulty depends on specificity of item created ("shirt" would be difficulty 5, "Police uniform" would be difficulty 9). Number of successes determines overall quality and how well the item fits the request. Created object lasts forever. Takes 1 Minute to cast and can produce an item no larger than Fits Inside A Laptop Bag.
The Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
This Power is passive and always in effect.
When being targeted, you are not considered Human, you are considered a machine or a computer. Your injuries do not degrade over time, and you do not have any blood. Traditional medicine is useless on you. You are highly resistant to cold environments.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
You cannot manually activate this Power. Instead, if you are ever restrained or imprisoned with a lock, you immediately use your glamour to unlock it. Examples of such situations include being handcuffed, chained up, locked in a cage, etc. You must make a Trauma roll every time you are forced to use this Power. Cannot be used on any lock larger or more complicated than a common key lock or residential door. Use from up to Arm's Reach away.
The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers may notice the Blademaster's fingers twitching as they puppet the blade through the air.
By concentrating fully, you are able to interact with objects you can see at a distance of 75 feet. Rolls for Actions taken with these objects use Intelligence in place of Brawn and Wits in place of Dexterity. The effective rating for these Attributes is limited to 3 for Actions that would use Brawn and 3 for Actions that would use Dexterity.
You cannot take any Actions that require high manual dexterity (typing, using complicated tools, etc). You cannot engage in Combat except with melee weapons.
If the object passes out of sight, you lose your hold on it. Only works on objects with a blade or edge.
You must maintain concentration while using this Power. That means you cannot move or split your Action between using the Power and other Actions. If you are Injured or interrupted, you must roll Mind Difficulty 9 to maintain Concentration. If you fail, you cannot use this Power for a minimum of 6 - Wits rounds.
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Spend an Action, Exert your Mind, choose a target within Arm's Reach and roll Wits + Performance, Difficulty 6. The target may use a Reaction to dodge or parry. Damage dealt equals the difference between your attack roll's outcome and the dodge/parry roll's (if one was made), plus 3. The target's armor is Fully Effective.
The chosen flavor of the attack cannot have a mechanical impact. For example, if you choose to eat a spicy pepper and blow fire into the face of an evil snowman, the fact that the attack is flavored as fire will not increase its damage.
When your Attack hits, flip a coin. If you lose, it deals -4 Damage (to a min of 0). If you win the flip, it does +3 Damage.
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.
Spend an Action and Exert your Mind. You can run four times times your normal speed for 3 Rounds.
While this Power is active, you do not suffer any sort of exhaustion. Avoiding unexpected obstacles requires a Dexterity + Athletics roll.
The pyromancer channels her focus into a flame, gathers it into a sphere, and tosses it at her enemy. It explodes with a crackling pop on impact. The heat is short-lived but more than enough to cause grievous burns, especially to any unarmored targets.
Spend an Action, choose a target within [[range-long]], and roll Dexterity + Occult, Difficulty 6. The target may use a Reaction to dodge, parry, or resist, depending on the flavor of the Power. Damage dealt equals the difference between your attack roll's outcome and the resistance roll's (if one was made), plus 3.The target's Armor is Fully Effective.
You must have a lighter, match, or other source of fire to use this Power.
The Ninja, when dressed in an appropriate uniform, may move in utter silence and even engage in combat without a sound.
Exert your Mind and spend an Action to activate this Power. You and any clothes or equipment you are wearing cannot be heard for 1 Minute. You cannot re-cast this Power until 1 Hour has elapsed.
In order to activate this Power, you must be visibly dressed in black head-to-toe with barely any skin showing.
All mundane attempts to detect you via hearing fail.
GMs should use their discretion when determining the exact effects of this Power. Certain rolls that use hearing may be penalized. A chance to detect you is not guaranteed.
Investing in the Mind Tricks Enhancement allows you to fool supernatural senses as well, which is a must for Seasoned Contractors.
The Ninja is a master at blending in to any crowd or staff. If they can find complete privacy, they may channel their ninjitsu to temporarily create the illusion of any outfit or uniform they desire. The new clothes shimmer into existence over their existing garb over the course of a minute of meditation. They may drop the illusion at will.
Exert your mind and spend 1 Minute applying a disguise. You may alter your physical appearance, not including clothes, to one that has a similar sex, weight, age, race, and height. A disguise cannot affect your Attributes or other stats. Lasts one hour.
Excellent to use over a standard ninja outfit.
The Ninja, when dressed in an appropriate uniform, may move in utter silence and even engage in combat without a sound.
Exert your Mind and spend an Action to obscure yourself. You and any clothes or equipment you are wearing are obscured from for 1 Minute. You cannot re-cast this Power until 1 Hour has elapsed. Entering Combat or being injured ends the effect early.
All mundane attempts to detect you via fail, unless you chose vision. In that case, others must roll to detect you, and all attempts to detect you via mundane means are rolled at +2 Difficulty.
GMs should use their discretion when determining the exact effects of this Power. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.
Investing in the Mind Tricks Enhancement allows you to fool supernatural senses as well, which is a must for Seasoned Contractors.
Yūrei's Whisper is a magical Ninjatō sword with a stark-white blade. It was given to the Ninja by the ghost of an ancestor to be used in a mission of vengeance.
The ancestor's ghost muffles the sound of anyone gravely injured or killed by the sword, and guides the blade to separate its victims from their extremities.
Passive, always in effect. Attacks with [[weapon-type]] will do +2 more damage. The target's Armor is Fully Effective.
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
Passive. You will always have access to your sense of sight, unless it is suppressed by a supernatural effect.
Taking the Psychic Sense Enhancement forms a deadly combo with the stock Power Smoke Bomb.
The Ninja always prepares a few smoke bombs ahead of time to get out of sticky situations. They can fill a room with smoke in an instant and last long enough for the Ninja to make an escape or find an opening for attack.
You start each Game with three smoke bombs. Spend an Action tossing one at your feet to create a cloud of smoke with a 20-foot radius. Anyone caught inside (including yourself) suffers a -3 dice penalty for any Action requiring sight. The effect lasts for 3 Rounds.
You may craft one smoke bomb per day, but there may never be more than three in existence.
Removing the Dulled Drawback and increasing the Duration of this Power can make it very potent indeed.
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
Passive, always in effect.
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You have 2 Armor, which reduces incoming damage from physical attacks. Armor from multiple sources does not stack. Passive, always in effect.
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
Passive, always in effect.
This is the most healing the Soldier concept justifies (until around 20 victories). Still, it is incredibly useful in practice.
The Solider is accustomed to going long periods without food or water, and can operate on very little sleep.
You may go five times longer than a normal human without food, water, air, or sleep.
Passive, always in effect.
It's probably not appropriate for a non-mystical Soldier to invest additional Gifts in this Power.
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
Passive, always in effect. Attacks with firearms will do +0 more damage. The target's Armor is Fully Effective.
Not all soldiers are pure marksmen, but you can certainly justify dropping any number of Gifts into this Power. Just beware of over-specializing on combat; not all situations can be solved with a bullet.
The Witch summons a crow, whispers a message to it, and sends it off to deliver her words. Half an hour later, the crow arrives at the recipient and repeats her message aloud in its croaking, animal voice. The recipient may instruct the crow to relay a message back to The Witch.
Spend an Action and Exert your Mind to send a message to an individual within 10 miles. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or location. The message can be no more complicated than a multi-page letter or long email.
The Witch may prepare a poisoned apple. Anyone who takes a bite will grow drowsy and then fall into a deep sleep. While unconscious, the victim dreams of The Witch and learns a secret about them.
Choose a target within 30 feet, Exert your Mind, and spend an Action activating this Power. Roll Intelligence + Occult, Difficulty 7, against which the target rolls Mind, Difficulty 6. If you are successful, the target grows drowsy for 30 Minutes and then falls asleep for Outcome x 3 hours. Unconscious or incapacitated targets cannot contest.
While drowsy, the target's Penalty is increased by 3 for all Actions.
The target falls into a deep sleep, but they may still be awoken by sudden loud noises, being jarred or splashed with water, taking damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation.
The cop keeps his gun trained on The Witch and nods to her cart. "Open it. Slowly"
Her wrinkled fingers pry open the door. Dozens of miniature glass bottles, each one unique in shape and color, tinkle against each other.
"I can be useful, you know," she croaks, lifting a cloudy pink flask no larger than her finger. "Are you looking for love? One sip of this will send even the most stone-hearted prospect into a fit of passion."
The officer snatches the vial and regards the faintly-glowing fluid swirling within. "Another charlatan," he grunts, tossing it over his shoulder. He grabs the old woman's waterskin and takes a swig. "Plain water's worth more than your lies you dirty--"
He freezes and blinks at the Witch. Where before he saw a vile con artist, now he sees an old woman finding her way though a harsh world. Was his own mother so different? He lowers his gun. "Don't let me catch you tricking folks around here again."
The Witch smiles and snaps her cart closed. "With pleasure."
You may brew a Phial to Rouse the Passions given a few minutes and a potion brewing set. Choose an emotion when you brew the potion. Anyone who drinks the entire thing, feels a rush of the chosen emotion and must do something they otherwise wouldn't have done, inspired by the chosen emotion. The action they take will be in keeping with their character and the way they tend to deal with strong emotions. The emotion shift lasts 1 Hour, and during that time, they are very unlikely to change their mind about their action.
Combat ends the effect, even if the target started it. If attempting to calm during combat, effect ends if target is attacked.
Example emotions (and example potential actions):
Anger (attacking, losing temper)
Pity (adopting a puppy, stopping an attack, killing you painlessly)
Happiness (stopping a despair-driven action)
Jealousy (stealing a gem, buying something)
Anxiety (run, attack brutally)
Sadness (find solitude, openly cry)
This Power is subject to the standard restrictions that come with the Poison Drawback.
The bad reputation of the Evil Eye proceeds all Witches for good reason. It is a terrible curse that can cause any number of awful diseases or maladies. After making eye contract with their victim, the Witch's eyes sink into dark vortices of malicious, roiling blood. They return to normal a moment later, leaving the target to wonder if they were merely seeing things as a cough heralds their oncoming illness.
Spend an Action, make eye contact with a target within 20 feet, Exert your Mind, and roll Charisma + Occult against the target's Wits + Medicine. If you succeed, the target is successfully infected with any mundane, curable disease. Their symptoms manifest immediately.
Take the Death Sentence Enhancement at Seasoned status to turn this Power into a potent weapon.
The Witch presses her forehead against that of a calm and trusting animal. A wisp of her spirit escapes her mouth as a tendril of grey-green smoke and slides inside the animal's nostril. Her body then goes limp and collapses beside the creature, now a vacant husk, and the Witch proceeds to walk away, now temporarily borrowing the animal's body.
A borrowing Witch is a welcome visitor in the animal's mind and cannot overstay her welcome or force the animal into danger or wander too far from her body. She is capable of casting the Evil Eye from a borrowed animal as well.
Exert your Mind and spend 1 Minute pressing your head against the animal's to activate, no roll required. The Animal's stats are determined by the GM. If you are forced out of the host for any reason, make a Trauma roll. Lasts for 1 Hour, and you may not move farther than 300 feet away from your body while in control of the animal.
If you take damage or are stunned, you are sent back into your own body. You cannot force your host to take actions which would violate their instinct for self-preservation (which includes most combat situations); any attempt to do so will sever the connection and send you back into your own body. You may not use any other Powers while possessing your target.
You may cast the Evil Eye while in possession of the other creature's body.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. After briefly observing the patient's symptoms, she goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They immediately cured of any mundane and curable poison, disease, or venom.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 Minutes foraging for herbs and brewing your potion. It must be used immediately after brewing and cannot be shared. The patient who drinks it is cured of any and all mundane poisons, diseases, toxins, and venoms that are curable with modern medicine. Must be within Arm's Reach of your patient at the start and end of the Power activation.
Note that the cast time here is spent doing something other than kneeling over the patient, which is completely acceptable. The Witch is still engaged full-time in the activation of the Power during the cast time. Also notice the additional constraints to make the potion flavor work for the system at hand (no batch brewing, must drink immediately). Finally, the Focus Drawback here requires several items because they are all common. Requiring fire, water, or a container alone is not restrictive enough to warrant the Drawback.
Felix is The Witch’s families. It is a black cat that looks about with an intelligent pair of eyes. She talks to it incessantly, though it never talks back. There are times when the cat is around and she isn’t that you feel like she is watching you through the cat’s eyes.
https://www.thecontractrpg.com/characters/view/c/158/
Companion creatures cannot use tools or human technology.
Companions are capable of general communication skills and know one language. Your companion is controlled by the GM but generally will listen to what you have to say and follow your commands as best as it can interpret them.
Any roll to locate your companion (or vice-versa) is rolled at -2 Difficulty.
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Flight is brief but quick, and she must return to the ground in one minute.
Exert your Mind and spend an Action to activate. You may levitate at four times your normal walking speed for 1 Minute. You must use a full-length broom to fly.
You cannot levitate while encumbered.
You may activate this Power to slow and survive any free fall.
The Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
You may hold up to 5 items in your stash, each no larger than something which Fits Inside A Messenger Bag.
Storing or withdrawing items from your Stash costs an Action but has no Exertion cost.
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Target an object within Arm's Reach and spend 1 Minute examining it. At the end of the cast time, roll Charisma + Academics, Difficulty 6. The information you gather depends on your Outcome.
Sentimental value is not revealed during this investigation.
1: The object's common material value
2: The object's highest material value
3: What about the object makes it so valuable
4+: Additional information at GM's discretion.
The number of information-revealing Enhancements attached to this power is limited to 2 for Novice characters, 4 for Seasoned characters, and 7 for Veteran characters.
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.
Spend an Action, Exert your Mind, and toss a container's worth of fine powder (something industrially produced, not just dust). For the next minute, you are aware of the exact position of all detectors within 50 feet. Sense of direction lasts for 1 minute.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Spend an Action and Exert your Mind to activate, lasts one hour. While active, you may climb up any wall or ceiling at half your normal ground movement speed.
At first glance, this appears to be a standard, modern house key made of ivory. A close observer might compliment its skull-shaped head or usual material. No one would suspect it to be one of the Thief's most prized possessions: The Skeleton Key.
The Skeleton Key slips easily into any small or medium-sized keyhole and turns without a fuss. The thief even used it on a door that used key-cards once.
Spend an Action and use The Skeleton Key to lock or unlock any lock within Arm's Reach. It cannot be used on locks more complicated than a residential door or common padlock, and it can only open locks that require a key of some sort.
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
If the Selkie's Skin is worn against or near your skin (a Selkie-Skin backpack is okay, holding it with welding gloves is not), any contact with salt water will cause you to transform into a seal. The metamorphosis does not require an Action and lasts an hour after the salt water dries off.
Your equipment does not transform with you. Your Injuries persist between forms, with potentially lethal results.
Seal Stats:
Brawn: 1
Dexterity: 1 on land, 5 in water
Perception: 2
Swimming speed is double the standard.
To take things a step further, take the Drawback Traumatic, with failure resulting in a compulsion to touch the skin at all times.
The Scepter of Ang-Kapal is a gruesome device fashioned to look like a skeletal arm clutching a glass eye. When used, blood from the person holding is drawn into the eye where it swirls with dark energy. The eye turns to a nearby corpse and shudders, reviving the creature. The creature does not retain any of its memories or personality, but it is absolutely loyal to whoever is holding the scepter.
The Scepter of Ang Kepal has the unfortunate side effect of driving its owner mad.
Target a corpse that has died within the last month, spend an Action and Exert your Body to raise the dead. Make a Trauma roll. The resulting creature has no memory of its past life, and no hint of its personality remains.
The revived creature will follow any command the holder of the scepter verbalizes.
The creature lasts for one day or until re-killed. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
The revived creature's Abilities are those that it had in life, but its Charisma, Wits, and Intelligence, are all set to 1. Its Brawn, Dexterity, and Perception are the same as it had in life. A revived creature cannot use any Powers.
This Power has borderline too many Drawbacks. Cell Leaders should generally restrict Powers to four Drawbacks maximum.
The Vampire is able to turn a dying human into a lesser vampire, a pale shadow of a full creature of the night but useful nonetheless. They must allow the dying human to drink their blood, uninterrupted, for roughly 10 seconds, and the person will be reanimated as a shambling, unintelligent thrall.
Spend three Actions allowing a dead but not dying human to drink your own blood, and Exert your Body. If nothing interrupts this, they will be transformed into your thrall. You may have [[maximum-minions]] active at a time. The minion lasts until it is killed, has dog-level intelligence, and cannot communicate back to you.
Minions have the following stats. You have 7 times 2 points to distribute between the following:
Health levels, Movement dice, Attack dice, and alertness all of which have a maximum of 6.
Health: 6
Movement/dodge: 2
Attack (difficulty 6): 6
Alertness: 0
Their attack does (successes to hit + 1) damage.
The Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
Passive, always in effect. Unarmed attacks with your fangs will do +3 more damage, and the target's Armor is Fully Effective. Brawn does not act as armor against them. If you successfully grapple a target, you may bite them, dealing damage equal to the Outcome of the grapple roll.
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
Any stabilized injury heals quickly, reducing its severity by one level each time [[cool-down]] elapses. Must fully drain a person of blood each time the severity reduces in order to gain the effect. Can spend an Action and roll Body, difficulty 7, to stabilize your own injuries, and anyone else attempting to stabilize your injuries is at -2 difficulty.
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
+1 Brawn, +1 Dexterity, +1 Charisma. No longer counts as 'Human' for the purposes of any powers or effects which care about such things. Benefits don't apply when in direct sunlight, or when you have not consumed fresh human blood within the last 24 hours. Damage from fire and effects from heat are doubled.
There are numerous versions of vampires throughout mythology and no two are quite alike, so don't feel like this specific version is some sort of standard.
The Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action transforming into one of the creatures in your catalog. You remain transformed for up to one hour and may change back at will. All Actions are -1 die for 24 hours after this Power ends. Your clothes change with you and are returned when you change back. You may only use this Power once per day.
Your Injuries persist between forms, with potentially lethal results.
Available forms:
Vampire Bat (1 Brawn, 3 Dexterity, 1 Perception, echolocation)
Wolf (2 Brawn, 4 Dexterity, 3 Perception, bite attack, wolf nose)
While transformed, the Werewolf can leap great distances, allowing them to climb buildings and close the gap between them and their prey.
Spend and Action and Exert your Mind to jump a maximum of 50 feet distance, 10 feet vertical. You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet. Usable only in werewolf form.
Landing on relatively horizontal surfaces is easy, but if the landing is precarious, you’ll need to make a Dexterity plus Athletics roll to land/grab on safely. You can land safely when falling from twice your vertical height. After that amount, you take damage as normal.
This is a solid contender for the Cantrip Enhancement, which allows the Power to be activated without an Exertion cost.
By concentrating, the Werewolf may access their heightened sense of smell in human form, allowing them to track prey and figure out where people and things have been.
Your nose is as sensitive as a tracking dog's. You can differentiate between many scents and recognize anything you've smelled before. Useful for determining where someone or something has been, for tracking, etc.
This Power is passive and always in effect, but it can only be used for investigative purposes, not passive detection
If you don't mind having a blackened nose when you're smelling interesting things, you can take this without Concealed. Otherwise, it's probably a good idea to invest a second gift in making it truly passive.
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
The owner of said body may grow overconfident or feel trapped by their difficulty dying. Risky behavior often follows.
Any stabilized Injury heals quickly, reducing its severity by one level each time [[cool-down]] elapses. Therefore, if you have the cool-down parameter at level 1 (three days), and you have an Serious (4) Injury, it will drop to Threatening (3) in three days and be fully healed in 12 days. This power does not heal battle scars and cannot heal wounds caused by silver or the bodies of supernatural monsters.
If you are considering two courses of action, you are compelled to take the riskier choice and must roll Mind Difficulty 7 to take the safer approach.
You may Exert your Mind to stabilize any Injury.
This is a good Power to sink several Gifts into, and the flavor can be adjusted if desired. Werewolves are allowed to take Regeneration despite the restriction on healing Powers due to it being strongly associated with the flavor of werewolves.
The Werewolf unleashes the beast within, quickly transforming into an imposing hybrid of human and wolf with a series of bone-popping snaps. Their head is replaced wholesale with that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from a great deal of their body, and tight-fitting clothing is often ripped and torn in the transformation. While transformed, they lose a great deal of self-control, and they cannot return to human form for some time.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend an Action transforming. You must spend 30 minutes as a werewolf.
While in your werewolf form you gain +1 Brawn. You cannot speak as a werewolf, only growl, bark, and snarl. You do not suffer dice penalties from Body damage while transformed. Brawl attacks you make with your teeth or claws cannot be soaked by Brawn and deal +1 Damage. While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
When you are struck by moonlight, you must make a Mind roll, Difficulty 7. If you fail, you must activate this Power.
You have access to all of your Powers as a werewolf.
The specifics of your werewolf form are open for customization. Take the Indiscriminate Killer and/or Paws Drawbacks for a more chaotic and bestial flavor, or invest in the Willful End or Quick Change Enhancements for more flexibility. Be careful about taking Drawbacks like Conditional on "core concept" Powers such as this one; they may make your Character feel impotent in an unintended way.
The Monk enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind, spend an Action, choose a location within 500 feet, roll Mind. You may see (but not hear or use other senses) as if you were standing at the targeted location for up to [[duration-outcome]]. You must maintain concentration to keep up the effect, and you cannot perceive both locally and at the target location or switch between them. A ghostly image of yourself appears at the target location for the duration of the Power.
The Harbinger has introduced the Monk to an old master who has accepted him as a pupil. Their training is brutal, but effective. Weeks of driving his hands into piles of sand has hardened them into frightful weapons.
The Monk is capable of catching swords by the blade and does not fear spiked armor. Further, the attacks of their hardened hands are truly deadly.
Passive, always in effect. Unarmed attacks will do +2 more damage and the target's Armor is Fully Effective. Brawn cannot be used as Armor against your unarmed attacks.
You may never take damage from attacking a dangerous surface (e.g. spiked armor, acidic hide, etc.), and you may parry attacks from melee weapons as you would an unarmed attacker.
Once you have three or four different Powers, a hand-to-hand-focuses Character should invest several additional Gifts here. Fight Circle, One Inch Punch, and bullet-catching are among the must-have enhancements.
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Spend an Action, Exert your Mind, and roll Dexterity + Brawl, Difficulty 6. The must be in melee range and may use a Reaction to dodge or parry as normal. If you have a positive Outcome, speak a condition involving the number 5 aloud to your target. The first time they fulfill the condition, they take the activation roll's Outcome plus 2 damage. The target's Armor is Fully Effective.
This is not a standard hand-to-hand attack and is not affected by Powers that enhance standard hand-to-hand attacks.
Investing Gifts into Armor Piercing can help sell this Power's "straight to the heart" flavor.
The Necromancer performs a quick ritual where they spit into the mouth of a recently deceased corpse. The corpse comes back to life (somewhat), and speaks to the Necromancer.
Spend an Action and target a human corpse that died within the past week within Arm's Reach. You may communicate with the deceased for 10 minutes. The conversation happens aloud in your native tongue and may be overheard or intruded upon.
You may only use this Power on a given corpse once per day.
When the Necromancer makes eye contact with a person, they are able to siphon off a large chunk of that person's life essence, causing rapid aging and slowing the Necromancer's own aging down. They are unable to retain youthful beauty, however, and appear skeletal and pallid.
Exert your Mind and make a Charisma + Occult roll, which the target can resist by rolling their Body. Target is aged by your Outcome in years if you succeed, and you cease to age for one tenth that amount. Cannot be used beyond a range of Arm's Reach, and you must make direct eye contact with them in order to activate the power. Every time you activate this power, you must make a Trauma roll.
If target is human and aged beyond 40 they must roll Brawn difficulty (age/10 rounded down). If they fail, they lose Attribute point from either Perception, Brawn, or Dexterity (chosen randomly). Botches subtract additional Attributes. In the event that they are aged more than 10 years, they must make one such roll for each decade. Reducing any Attribute to 0 causes death (A Perception of 0 causes an indefinite coma).
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.
The monster hungers for brains and will aggressively pursue and attack anyone it sees, including the Necromancer that created it.
Target a corpse that has died within the last month, spend an Action and Exert your Mind to raise the dead. The resulting creature is a husk of their former selves, a mindless, brain-hungry zombie. It has no memory of its past life, and no hint of its personality remains.
The creature lasts for one hour or until re-killed. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
The revived creature's Abilities are all set to 0, and its Charisma, Wits, and Intelligence, are all set to 1. Its Brawn, Dexterity, and Perception are the same as it had in life. A revived creature cannot use any Powers.
This Power can easily be customized for the desired effect and flavor.
"The Coffin" is a black, alligator-skin briefcase made to look like its namesake. The interior is coated in red, quilted leather. It is quite a bit larger on the inside, appearing to stretch backwards like a dark passageway.
It can only be used to store things commonly found in coffins, such as bodies, clothes, jewelry, photos, weapons, coins, and similar.
There is no cost to use The Coffin. Its storage area is 5x times the normal space that container would have (roughly 100 liters). Objects stored inside weigh their normal weight divided by 5x. Only objects commonly found in coffins can be stored.
Living (or undead) creatures can be stored in your container if appropriate, but they will have access to the items inside and may attempt to break free, destroying the container forever.
This is a unique object that can be lost or stolen.
Temporal Bubble is a great Enhancement to prevent smelly situations and store pre-revived corpses for quick access.
The Necromancer may exert their will on any undead creature, forcing it to act as they desire. The Necromancer's eyes turn completely black, and they speak a command to the creature in the language of the dead.
Exert your Mind, spend an Action issuing your command to an undead creature, and roll Charisma + Occult. If you succeed, the effect lasts for Outcome in rounds. The target may resist by rolling their Mind. The complexity of your command is capped at Simple commands, mostly single word (sit, come here, run) and can’t be obviously self-endangering, destructive, or in violation of the target's morality.
Undead creatures often have fragile, easily-influenced minds, so this Power may be unresistable (or resisted by the creature's controller) at the GM's discretion. Also, the definition of what is "self-endangering" for an undead creature may be flexible at GM's discretion.
Note that I have included a little guidance into how Suggest's restrictions may interact with undead creatures. Establishing these things before the game is generally useful and appreciated when a Power's flavor doesn't quite match its system effect. You cannot remove restrictions outright without taking Enhancements, but you can highlight that it is up to the GM to determine if they are appropriate for their creatures. Cell Leaders should approve all such System hints.
The Necromancer temporarily assumes the form of their own corpse, complete with maggots, spilled entrails, and exposed bone. They cannot move, speak, or use Powers while transformed, but their empty eye sockets see as well as ever. They revert to their old self in three minutes.
Exert your Mind and spend a round transforming into your corpse. The degree of rot and bodily damage is up to you, but the corpse must always be easily recognizable as your own. While transformed, you cannot take any actions, but you can perceive the world as normal. You remain that way for 3 minutes.
If you are damaged while transformed, the damage is realized when the effect ends. If you are damaged before you transform, your corpse will have the same injuries.
Take the Willful End Enhancement to turn this into an ambush Power. If you’re feeling brave, the Critical Failure Drawback gives you a chance of returning as a partial corpse.
The "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when a battle begins, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
The visor activates automatically at the start of combat. The HUD lasts 1 minute, during which time all creatures that are holding a weapon within 50 feet are detected and painted with a red dot. The visor tracks their movement and location, and that of any new targets, as long as they remain in 50 feet.
This is a unique item that can be lost or stolen.
The "beginning of combat" trigger is borderline overpowered and should not be used for any Powers that are too offensive or defensive. Cell Leaders should be cautious when approving Powers that use it, especially if such a Power already exists inside the cell. Note that I gave the Power an ammo display in its Description. This is acceptable because that effect is not powerful enough to warrant an Enhancement, and it enhances the flavor of the Power quite a bit.
The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While the shield is in supercharge, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield. The duration is very limited due to the strain of existing in a skin-tight environment.
The PSG Omega Shield glows an almost blinding white light when active.
Spend your Action or Reaction and a point of the PSG's Omega Charge to erect an impenetrable personal shield. At the time of activation, you choose how long it should last, from 1 to 3 rounds. You cannot perceive the outside world or take any Actions during this time, but your shield is utterly indestructible.
Multiple Powers can have the same Unique Focus (like this Power and the Personal Shield Generator). This allows you to create extremely powerful items. Note the slight adjustment of Willful End to accommodate Phase Out's restrictions. . . I should probably change that.
The 255TE "Lancer" Rife fires an extremely deadly spike of plasma at its targets. It comes standard with a volume control, allowing the soldier to mute its normally fearsome lightning crack report for stealth missions. It is also keyed to the Future Soldier's DNA, so only they may fire it.
This is a unique item that may be lost or stolen. The Lancer's attack is Dexterity + Firearms, difficulty 8. It has normal rifle stats, on top of which it deals an extra [[additional damage]] damage, and the target's Armor is Reduced to 1/2, rounded up. Its shots can be made silent at will, and it will only fire for its owner (whoever has possessed it for the past two months).
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
The device itself is an unremarkable metal hexagon that is worn on the belt. When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
When wearing the PSG, subtract 4 from damage dealt to you by physical attacks, down to a minimum of 0 damage. Armor from multiple sources does not stack.
This is a unique item that may be lost or stolen.
Make it an implant by removing the Focus and Unique Focus Drawbacks.
The Future Soldier has access to an arsenal of specialized foam grenades. These look like glowing orange capsules with a rugged rubberized grip. When thrown, they burst into splash of expanding neon orange foam. Initially this is no more than a mess, but the foam hardens in seconds, severely hampering the movement of anyone unlucky enough to have been splashed. Those affected may use their hands or weapons to hack away at the foam and free themselves.
An activated foam grenade will immediately explode if it travels more than 20 feet from the Future Soldier.
Spend an Action and make a Difficulty 5 Dexterity + Athletics roll to toss a foam grenade within 20 feet. The grenade immediately bursts, splashing everyone within a ten-foot radius of your target area. On your initiative in the next Round of combat (about three seconds later), the expanding foam hardens. Any affected individual moves at one quarter of their normal speed.
You start each Game with three foam grenades. You may obtain one per day, but there can never be more than three in existence.
Targets may attempt to break free by making an attack against the foam. Attacks against the binding are made at +1 Difficulty. Breaking the binding requires an amount of damage equal to the successes on your initial roll. Damage from multiple attacks is cumulative and stacks linearly. Prior to hardening, any attempt to remove the foam from their body counts as a successful attack with damage equal to their successes on their roll.
This Power is a good example of choosing Enhancements and Drawbacks for flavor before considering balance. The "Slow Crawl" Drawback was added to bring this Power's Gift cost down to 1 and would be a prime candidate to remove with a future Gift. Note also the justification for the range limitation in the Power's description. It may still not feel great, but it's better than just ignoring the fact that one could easily throw a grenade more than 20 feet. Investing Gifts to increase the range and the potency of the foam can make this Power more flavorful and useful.
The Ranger 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 suitable for sleeping.
Whenever you are surviving in nature, you passively gather resources, allowing you to go [[potency]] times longer than a normal human without food, water, or sleep. You may Exert your Mind to extend this effect to a traveling companion.
Passive, always in effect.
The Ranger can release a cloud of pheromones which compel all creatures in an area to follow a specific command. When activated, purple cloud-like whips burst from The Ranger's body and flow into the nostrils of all nearby animals. The smell depends on the sort of command: Aggressive commands smell like sweat and blood, Calming commands smell like lavender and cream, social commands smell like spice and dirt, and other commands smell like pine and fog.
Exert your Mind and spend a round issuing a command to a simple animal (not supernatural or sentient). This Power cannot affect hostile creatures. This command can be issued from Arm's Reach, but you must have some means of knowing where the animal is and/or communicating the command to it. Your command cannot be beyond their intellectual grasp, and cannot obviously endanger them. Duration depends on the command, but is generally not longer than a day. This power does not obligate loyalty beyond the scope of the specified command.
When the dense underbrush of the jungle blocks your path, The Ranger may channel the spirits of local squirrels in order to move unhindered by twigs, branches, thick underbrush, or spiny thorns. While they move, they must drop to all fours and leave any bulky equipment behind.
Spend an Action and Exert your Mind to activate. You are able to traverse dense foliage for one hour. You move at fully speed for the duration but you must move on all fours and cannot take any significant weight with you.
The Ranger does not approve of hunting with guns; they prefer using more personal weapons that bring them closer to the animal they are hunting, as was true in the times of their ancestors.
They are deadly with a bow, and may pin targets to nearby walls or floors with their arrows.
Passive, always in effect. Successful attacks with bows and arrows deal an extra +1 damage and the target's Armor is Fully Effective. When your arrow hits, if the target is near a wall or floor, your arrow pierces through them, pinning them to the wall or floor. Unpinning oneself quickly worsens the arrow's Injury by one Severity.
The Ranger is adept at following their quarry through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
If you find a track made within 24 hours, you may Exert your Mind, spend 1 Minute focusing on your quarry. At the end of the cast time, roll Perception + Survival. The trail the target made within the last 24 hours is illuminated, making it easy to follow. An outcome of 1 is sufficient for tracking the target in their current means of transit, and an Outcome of 4 or higher allows you to track them through vehicle changes or when using means of transit where no tracks are left (e.g. levitation). You are not made aware of where the target is currently; you must follow the trail to find them.
Your target will likely notice the tracks they've just made being illuminated. However, after activating this Power, no new tracks are illuminated.
The effect lasts until you give up the hunt.
The number of information-revealing Enhancements attached to this power is limited to 2 for Novice characters, 4 for Seasoned characters, and 7 for Veteran characters. You may still take any number of other, non-informational enhancements.
Regardless of donor blood type, body type, gender, or similar, the doctor may perform a transplant to replace a damaged body part in a matter of hours. The replacement organs and limbs must be recently deceased or preserved.
Exert your Mind and spend An hour treating your patient. The treated Battle Scar will heal over the course of the next week. If you fail, you cannot attempt to treat that particular Battle Scar for a month. Use of this power requires an organ (or limb, etc) to replace the affected area.
The Doctor examines their patient, asking them questions and giving a standard medical checkup. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Exert your Mind, target a consenting or incapacitated individual within Arm's Reach and spend 1 Minute examining them. At the end of the cast time, make a Perception + Medicine roll. The quality of the information you receive depends on your outcome.
Outcome of:
1 - discover any medical issues that a normal examination could reveal.
3 - discover any hidden medical issues
4 - reveals the patient's Traumas
5 - reveals details of any supernatural affliction they are suffering.
The number of information-revealing Enhancements attached to this power is limited to 2 for Novice characters, 4 for Seasoned characters, and 7 for Veteran characters. You may still take any number of other, non-informational enhancements.
No Gifts assigned!
The Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation with the target's inner monologue.
Spend an Action to send a telepathic message to an individual within 150 feet. You must be able to see your target, and they must be human. The message can be no more complicated than a tweet (just a couple sentences), but the target may reply in kind, and the telepathic conversation can bypass any language barrier which exists.
The Psychic focuses for a moment, and a precise replica of themselves shimmers into existence. The copy is merely a visual illusion and is easily dispelled if attacked. The Psychic may concentrate to puppet the illusion, or give it a basic, repetitive task.
When the illusion ends, the psychic's body is wracked with sympathetic pain.
Exert your Mind, spend an minute, and make a Charisma +Influence roll, Difficulty 7. Success allows you to generate a visual illusion of yourself and place it within arms reach. The illusion will remain in place for 1 Minute, but it may be directed by concentrating.
Upon observing an active illusion, a person can make a Mind roll, difficulty 7. If their Outcome is greater than the Outcome on your initial roll, they realize that they are viewing an illusion, though it will still be visible to them for the duration. If they investigate the illusion and notice it is non-corporeal or otherwise behaves in a bizarre manner, they conclude it is an illusion without a roll.
Your mirror image may only affect a person's sense of sight, not hearing, smell, taste, touch, or other senses. If touched or attacked, it is destroyed. When the illusion ends, your Penalty is increased by 2 for one hour.
The Psychic can glean various important details about a person simply by engaging in a short conversation with them for a minute or so.
Target a human within Arm's Reach, make a Perception + Influence roll, and spend 1 Minute engaged in conversation with them. By the end of the conversation, they will have revealed to you their relationship to a particular other person (specified before the Power is cast), as well as any hidden desires they have. The quality of the information you receive depends on your outcome, and all information obtained will be spoken aloud for anyone else nearby to hear.
This power has no Exertion cost, but cannot be upgraded further.
The number of information-revealing Enhancements attached to this power is limited to 2 for Novice characters, 4 for Seasoned characters, and 7 for Veteran characters. You may still take any number of other, non-informational enhancements.
The Psychic can, with great focus and mental strain, channel their will and energy to cause objects to move about. The effort of this causes The Psychic's nose to bleed slightly.
By concentrating fully, you are able to interact with objects you can see at a distance of 5 feet. Rolls for Actions taken with these objects use Intelligence in place of Brawn and Wits in place of Dexterity. The effective rating for these Attributes is limited to 3 for Actions that would use Brawn and 3 for Actions that would use Dexterity.
While this power is active, or for an hour after you activate it (whichever is longer), you have an additional -2 penalty to any rolls made, on top of any Mind and Body penalty you currently have.
You cannot engage in Combat with this Power, nor take any actions that require high manual dexterity (typing, using complicated tools, etc).
If the object passes out of sight, you lose your hold on it.
You must maintain concentration while using this Power. That means you cannot move or split your Action between using the Power and other Actions. If you are Injured or interrupted, you must roll Mind Difficulty 9 to maintain Concentration. If you fail, you cannot use this Power for a minimum of 6 - Wits rounds.
The Technician can pour a water-bottle's worth of nanite goop onto a broken machine. Under their careful direction, the nanites go to work restoring the broken object to a functioning state. The goop shimmers and crawls, sparking with blue electricity as it reforms broken parts.
Make a Wits + Computers roll and use a water bottle's worth of nanite goop to repair an object. You must Exert your Mind if the target is supernatural. After (10/Outcome) Minutes work, it is repaired back to a functional state. If you fail the roll, use 1 as your Outcome when determining Cast Time, after which you realize you cannot repair the object.
More than half of the target object must be present to repair it.
Cannot be used on an object larger than an SUV.
The Technician can hack any mundane piece of technology, granting access to its informational stores, or, in a pinch, allowing them to issue commands. The hacked system will display a flickering image of a ghost until it is dismissed.
While hacking, The Technician's fingers move with supernatural speed, seeming to blur in a ghostlike fashion.
Exert your Mind and spend 1 Minute hacking the target. You must succeed an Intelligence + Computers roll, the Difficulty of which is determined by the GM based on the security of the system you are hacking. A bar's point-of-sales system would be Difficulty 5, a major social media site Difficulty 7, and a nuclear reactor is Difficulty 9.
If you succeed, you may issue a single command to the system. This command must have a specific outcome or a general request for login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
This Power has no Exertion cost if you only use it to access information and not send commands. The hacked system will display a flickering image of a ghost until it is dismissed.
This Power is not usable on sentient or supernatural machines.
The Technician can create an earpiece capable of communication over any range. These devices function as standard radio headsets or phones but may tap into a shared charge to enable quantum-entangled communication that is 100% reliable regardless of range or condition. When utilizing quantum communication, the earpiece transforms into a glowing orb of atomic energy.
You may create as many earpieces as you want during a Downtime. They function as standard radio headsets and 3g cellphones with voice capability. You may spend an Action and a point of Quantum Charge to send a short message to any communicator, regardless of distance. You and the recipient may hold a conversation over the connection for the next two hours.
The Technician has implanted themselves with a chip that allows them to interface directly with technology, even at a distance.
Spend an Action and target a computer-based device within 20 feet, no roll or Exertion required. You may now communicate with the technology whether or not it exposes an interface. Concentration must be maintained or the connection will be lost.
The Technician can upgrade a normal, mundane drone into a Buzzbot, an insectoid-looking remote control machine capable of monitoring an area. The Technician can tune in to the Buzzbot's feed at any time by concentrating, and it is recording what it sees always.
Unfortunately, the Buzzbots are true to their name and tend to make a lot of noise. They are easily discovered.
Spend an Action and Exert your Mind to turn a mundane drone into a Buzzbot Ward. You may have at most 3 wards running concurrently. This Power does not give you the ability to control the movement of the Buzzbot, so you must use a standard remote control unless you have another Power. You can hear and see through the Ward as though you were standing at its location.
Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later, similar to a video
The Ward requires your full attention to monitor. It can be detected and destroyed through mundane means, and its presence is obvious due to the buzzing sound it makes.
The Technician uses their tools to attach a Thorium Core to an object. The core supercharges the item, increasing its quality dramatically. However, once the core runs dry, the object is rendered less useful than it was before. The core crackles with blue electricity while active.
Exert your Mind and work on the object in question for One Minute using a standard set of tools. It receives 3 extra dice to all actions taken with the intended application. This effect lasts for One Day, after which, the object is at a -2 dice penalty until repaired by an expert or Upgraded again.
As always, dice bonuses to the same dice pool do not stack. Instead, the higher bonus is used.
The Priest can channel their true faith in the Lord into a brutal assault on the consciousness of demonic or unholy creatures. By wielding his favored holy symbol, a gilded crucifix, they can put a proper fear of God into them, leaving them cowering at any truly holy things they encounter. Brandishing his crucifix in this way wreathes his entire body in a warm golden glow.
Choose a demonic or unholy creature within 20 feet, Exert your Mind, and brandish a crucifix in front of you. Your target, as well as all valid targets within 20 feet of it, must make a Trauma roll (Mind, Difficulty 9). If they fail, they acquire a Fear of holy things, and take 1 point of Mind damage. This Trauma may be removed by Powers or mundane therapy as per the normal rules.
Your target is aware that they are being attacked and can usually determine you are the one doing it. If your target is incapacitated, they automatically fail their Trauma roll.
You have no Exertion cost if you have just been attacked by and taken an Injury from your target.
The Priest faith in the Lord has blessed them with the sustenance necessary to constantly continue their ministry. They rarely sleep, can last for months without food, and has gone close to a month without water on occasion.
They may also provide the Lord's blessing to another individual, feeding and watering them for several weeks. However, since these miracles started occurring, The Priest has constantly emanated a soft golden glow, which blazes bright whenever they offer a blessing.
You may go [[potency]] times longer than a normal human without food, water, and sleep. You may Exert your Mind to extend another person's need for food and water to [[potency]] times that of a normal human.
The Lord protects The Priest from evil. They are bathed in a glowing golden aura of Faith, marking them as one of the Lord's servants to any with knowledge of such things. Any attacks are slowed by their aura of Faith, often failing to reach them at all. Should one of their attacks make it through, the act of coming so close to a holy man hurts them just as much.
As long as you are holding your gilded cross, you have an Armor rating of 2. Armor from multiple sources does not stack. Passive, always in effect. Any attacker within 5 feet takes damage equal to half your Armor rating, rounded up.
The Priest's miracles have expanded into the treatment and curing of poisons and diseases. To do so, however, they require a ceremonial dedication (or often re-dedication) to the service of God. This takes one minute, during which The Priest and the patient pray together and perform some ritualistic bloodletting. The bloodletting wounds burn with holy, golden fire, attacking the sinful disease or poison and expelling it from the body.
Exert your Mind and spend 15 Minutes treating your patient. You may cure any diseases, poisons, etc, the target has, even if they don't have an existing mundane cure, and don't require a full diagnosis to do so. The disease or poison cannot be supernatural in nature. Must be within Arm's Reach of your target. The target must willingly submit to ritual bloodletting done by a blessed ceremonial dagger, causing a 1 point Injury to them, as well as engage in a minute of prayer.
A healer themed around the terrifying medical practices from 1860-1930.
Dr. Freeman makes a circular incision around his patient's head and removes the top of their skull. He closes his eyes, places his fingertips directly on the patient's brain, and starts to massage the grey matter. He may then sift through the patient's memories at will. As he does so, little electric arcs crackle between his fingertips and the exposed brain. This procedure is incredibly invasive and thorough but may cause the death of the patient.
Directly touch the brain of an incapacitated, sleeping, or drugged target, Exert your Mind, spend 2 Rounds establishing a connection, and make a contested roll of your Charisma + Medicine vs their Mind. Additionally, roll 1d10. If the result is a 1, the patient's brain is destroyed.
You must maintain concentration as long as you are reading their memories. If your target moves out of range or your concentration is interrupted, the effect ends.
This Power has no Exertion cost if the target has an Intelligence score of 2 or less. You may read memories that the target has forgotten.
This Power lets you ask specific questions about the target’s memory like “what is their computer password,” “What were they doing at 4:00PM yesterday?” “When was the last time they met so and so?”, And answers generally play back like a scene. This Power does not allow you to glean large synthesis answers like “Is she a good person?” “Is she planning on backstabbing us?” “Is she popular?”
Note that the critical failure effect of killing the target is reasonable because the Power already requires them to be in a position where they could be killed at any moment. This critical failure effect would not be appropriate in Powers with more flexible targeting requirements.
Dr. Freeman drives his orbitoclast into the eye socket of his patient, and, with two quick sweeping motions, severs the particular connections in the brain responsible for trauma.
This procedure is not without its risks.
Exert your Mind and treat your patient for One Minute. During treatment, your patient may choose to reveal one or more of their Traumas to you. You learn the details of these Traumas, including the circumstances of how they were acquired. When treatment is complete, Roll Charisma + Medicine, Difficulty 7. If you are successful, you may remove one of the patient's revealed Traumas. The patient must make a Trauma roll when you use this power. In addition, roll 1d10. On a 1 something goes horribly wrong: the patient's Intelligence and Wits are permanently reduced by 1, and they receive a new Trauma that cannot be cured with this Power.
This Power has no Experience cost for you or the patient.
There was a time when battlefield medics would race each other to see who could amputate the most limbs in an hour. Often they could be found standing beside a pile of limbs stacked head-high, wiping their blade on their aprons between patients.
These days amputations are rare, but Dr. Freeman believes they should be more common. "An injury separated from one's body is no injury at all," he says, removing a patient's mangled hand with a few practiced hacks. And it's true! Behold a fully-healed stump where once there was a threatening injury.
Exert your Mind and spend 2 Rounds treating a specific Injury on a limb of your patient. Roll Dexterity + Medicine, Difficulty 10 - 3. Each Success reduces the Injury's Severity by one. If you can reduce its Severity to zero, the wound is fully healed. Otherwise, it is partially healed and stabilized, and it will heal the rest of the way at its natural rate.
Even a partially successful treatment removes the limb from the Injury down, causing a Battle Scar. Cannot be used on Injuries that are not on aputatable body parts (such as the head). You must have some blade or saw capable of performing the amputation to use Amputate.
This Power is only effective on humanoid creatures, and you cannot target yourself.
You cannot target the same Injury more than once.
Dr. Freeman is a master of surgical transplants and inter-species grafting. He may perform a surgery that permanently alters the body of his patient by incorporating a part from another creature. This can range from a facial transplant to replacing a lost arm with a tiger's paw.
Exert your Mind, choose a living target within Arm's Reach, and spend 15 Minutes performing your surgery. You must roll Intelligence + Medicine, and the target may resist by any physical means provided they are not restrained, unconscious, or incapacitated.
If you are successful, you may incorporate a part from another creature's body into theirs, potentially changing their body in a drastic way. The alteration may be aesthetic, debilitating, or even provide some functional benefit. Dice bonuses from beneficial augments are limited to +1 die for relevant actions, or to simple beneficial traits possessed by mundane animals, such as gills for water breathing
Your alteration either counts as a new Battle Scar or changes the nature of an existing Battle Scar.
Dr. Freeman engages in an invasive regimen of humor-balancing. Sometimes this means forcing his patient to consume vile mixtures of herbs and minerals, other times, using drugs to induce violent fits of vomiting. No matter the rest of the treatment, he always performs bloodletting, opening a vein to drain a significant amount of blood. The fluids drained this way are streaked with sickening tracks of diseased green and yellow bile.
As awful and disgusting as the procedure is, one cannot argue with the results. The treated patient stumbles away cleansed of any diagnosed diseases, poisons, and venoms.
Exert your Mind and spend 15 Minutes treating your patient by draining at least one pint of blood. You may cure any single disease or poison so long as you have diagnosed it. The disease or poison must be mundane and curable with modern medicine. Must be within Arm's Reach of your target. Treatment causes a Severity 1 Injury to the patient.
One glance at her watch-strapped arms is enough to tell what she's about.
The time-twister presses a button on one of her wrist watches, and, in a flash of orange light, disappears. She has skipped 9 seconds forward in time. To her, the travel is instantaneous, but everyone else must wait until she reappears.
Spend an Action and Exert your Mind, and touch your watch to phase yourself out for 3 rounds. You cannot perceive the outside world or take any actions during this time, but nothing can interact with you in any way. This Power may be activated as a Reaction.
Various other oddities
Come one, come all! Stand in amazement and behold as the Fire Eater consumes a flame as we would cotton candy! Gasp with fright as they breathe a plume of fire a great distance! And yes, ladies and gentlemen, it is quite dangerous.
Exert your Mind and spend two Actions performing a fire-eating trick with some materials. At the end of the second Action, you may create or extinguish a fire as large as A fire in a residential fireplace (3 Damage per round) within 20 feet. These fires are mundane, and require fuel and oxygen to burn. Fires the size of a lighter or candle flame can be created or extinguished without Exerting your Mind or potentially triggering a critical failure.
Roll a single D10 when you activate this Power. If you roll a 1, you critically fail. The fire burns your throat, and you take a Severity-4 Injury.
Lighting a creature on fire deals A fire in a residential fireplace (3 Damage per round), starting the round after the first. Armor reduces this damage, but is likely to be damaged or destroyed after one or two rounds. Fires may be extinguished by the target if they spend an Action and roll Wits + Athletics, Difficulty 8.
The Cell Leader for this Power has ruled that the Critical Failure Drawback does not apply to creating or extinguishing small flames.
The Slime possesses a goopy pseudopod that can be extended from any part of their body. This pseudopod is not as dexterous as a hand, but it can reach up to 30 feet and squeeze through tight areas. If damaged or destroyed, the Slime can regrow it in a couple days.
The Slime's skin is always a little goopy and shiny, even when the pseudopod is hidden.
Your Extra Appendage functions as an additional arm and hand, but it is not capable of fine object manipulation. Any Battle Scars on your Extra Appendage, including its complete loss, can be healed over one Downtime.
If your Extra Appendage acts as an additional limb instead of a replacement, you do not need to re-roll to maintain a successful grapple. Instead, your previous Outcome can be reused each Round until the grapple is broken.
Your skin is always a little shiny and malleable. Your Extra Appendage may reach up to 30 feet and squeeze through impossibly small gaps.
This Power is passive and always in effect.
The Android's machinery is unaffected by by mundane diseases, toxins, poisons, or venom. Their synthetic skin, however, is unable to properly emulate the appearance of human skin, leaving you with a pallid complexion.
You are passively immune to mundane diseases, poisons, toxins, or venoms.
The Demolitionist can sculpt plastic explosives such that they appear to be nothing more that children's toys. These objects have a blue coloration or tint, and don't appear to be anything but the mundane object whose appearance they have taken.
Exert your Mind and spend a minute disguising a plastic explosive within Arm's Reach. Its new appearance can be any sort of child's toy, but it must be of a similar size and shape and be relatively generic (no specific, original works of art or signed letters). The forgery lasts until you choose to dispel it. May have 3 running concurrently. Can be ended early. Is Concealed by default.
The disguise holds up to almost all non-supernatural scrutiny (exceptions may be made for scientific examination or being held by someone who is a master of items of that type). Supernatural investigation abilities and Powers can detect the object for what it is.
Forgery does not alter the composition, functionality, or weight of any item.
The Spy can make their ID card appear to be any form of valid identification for whatever scenarios they may find themselves in.
Exert your Mind and spend a round disguising your ID card, if it is within Arm's Reach. Its new appearance can be any other form of identification which has a roughly similar size. The forgery lasts for one hour. May have 1 running concurrently. Is Concealed by default.
The disguise holds up to almost all non-supernatural scrutiny (exceptions may be made for scientific examination or being held by someone who is a master of items of that type). Supernatural investigation abilities and Powers can detect the object for what it is.
Forgery does not alter the composition, functionality, or weight of any item.
The Wizard reaches into his pointy hat and focuses. Its stars and moons begin to glow. Inside, light wells and flows like a viscous liquid. Then, he withdraws the item of his choosing.
Costs exertion to activate. Roll Perception + Occult. Difficulty depends on specificity of item created ("shirt" would be difficulty 5, "Police uniform" would be difficulty 9). Number of successes determines overall quality and how well the item fits the request. Created object lasts forever. Takes 1 Minute to cast and can produce an item no larger than Fits Inside A Laptop Bag.
The Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
This Power is passive and always in effect.
When being targeted, you are not considered Human, you are considered a machine or a computer. Your injuries do not degrade over time, and you do not have any blood. Traditional medicine is useless on you. You are highly resistant to cold environments.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
You cannot manually activate this Power. Instead, if you are ever restrained or imprisoned with a lock, you immediately use your glamour to unlock it. Examples of such situations include being handcuffed, chained up, locked in a cage, etc. You must make a Trauma roll every time you are forced to use this Power. Cannot be used on any lock larger or more complicated than a common key lock or residential door. Use from up to Arm's Reach away.
The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers may notice the Blademaster's fingers twitching as they puppet the blade through the air.
By concentrating fully, you are able to interact with objects you can see at a distance of 75 feet. Rolls for Actions taken with these objects use Intelligence in place of Brawn and Wits in place of Dexterity. The effective rating for these Attributes is limited to 3 for Actions that would use Brawn and 3 for Actions that would use Dexterity.
You cannot take any Actions that require high manual dexterity (typing, using complicated tools, etc). You cannot engage in Combat except with melee weapons.
If the object passes out of sight, you lose your hold on it. Only works on objects with a blade or edge.
You must maintain concentration while using this Power. That means you cannot move or split your Action between using the Power and other Actions. If you are Injured or interrupted, you must roll Mind Difficulty 9 to maintain Concentration. If you fail, you cannot use this Power for a minimum of 6 - Wits rounds.
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Spend an Action, Exert your Mind, choose a target within Arm's Reach and roll Wits + Performance, Difficulty 6. The target may use a Reaction to dodge or parry. Damage dealt equals the difference between your attack roll's outcome and the dodge/parry roll's (if one was made), plus 3. The target's armor is Fully Effective.
The chosen flavor of the attack cannot have a mechanical impact. For example, if you choose to eat a spicy pepper and blow fire into the face of an evil snowman, the fact that the attack is flavored as fire will not increase its damage.
When your Attack hits, flip a coin. If you lose, it deals -4 Damage (to a min of 0). If you win the flip, it does +3 Damage.
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.
Spend an Action and Exert your Mind. You can run four times times your normal speed for 3 Rounds.
While this Power is active, you do not suffer any sort of exhaustion. Avoiding unexpected obstacles requires a Dexterity + Athletics roll.
The pyromancer channels her focus into a flame, gathers it into a sphere, and tosses it at her enemy. It explodes with a crackling pop on impact. The heat is short-lived but more than enough to cause grievous burns, especially to any unarmored targets.
Spend an Action, choose a target within [[range-long]], and roll Dexterity + Occult, Difficulty 6. The target may use a Reaction to dodge, parry, or resist, depending on the flavor of the Power. Damage dealt equals the difference between your attack roll's outcome and the resistance roll's (if one was made), plus 3.The target's Armor is Fully Effective.
You must have a lighter, match, or other source of fire to use this Power.