Viewing Effect - Holding
Carry lots of stuff in a small container

Create a Holding Power


You possess a container that has an unnaturally large amount of room. Furthermore, the objects inside weigh less. If the container is torn open, the effect ends, causing the objects to spill out. This Power is not obviously supernatural.


You must choose the container when you take this power. If lost or stolen, you must re-take this power to regain the effect.


You possess a [[container]] that holds [[size-multiplier]] times what it should, given its dimensions. There is no cost to use your container. Objects stored inside weigh their normal weight divided by [[size-multiplier]].

Living creatures can be stored in your [[container]], but they will have access to the items inside and may attempt to break free, destroying it forever.


Locked (Only you may open and close the container. Others can still destroy it to get at the contents)

Feather (Objects inside are weightless)

Flexible (You may change the type/size of your container between games.)
You must have access to your current container at the time of the change. You cannot obtain more than one container through this enhancement.

Temporal Bubble (Time is effectively frozen in your Stash.)

Suitcase Prison (Any creature placed inside your bag cannot break free.)
They may still attempt to slip out when you open your container, and if they have a Power that would help them get out (e.g. Rend or Intangibility), they may still use them.


Once per Day (May only use this Power once per day.)
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Supernatural (This Power causes a mutation (passive) or an effect (active) that marks it or its owner as a supernatural being.)
Traumatic (Make a Trauma roll when you use this power)
Mage (Activating this Power requires at least two committed Actions and involves intricate use of the arms, hands and either the voice or an object. If interrupted during activation, the Power Fails.)
Just about any attempt to interrupt the ritual should be successful. Even neutral events (like a cat wandering up) may cause it to fail. GM's discretion. If the cast time for the Power is longer than the minimum two actions required, the ritual must last for the entire cast time.
Sacrifice (Activating requires you to Exert your Body instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your Cell's setting. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.
Conservation of Mass (The objects you store in your container have their normal weight.)

Parameter - Size Multiplier

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 5

  1. 2x
  2. 3x
  3. 5x
  4. 8x
  5. 12x
  6. 20x
  7. 40x

Example Powers