(Activating this Power requires a specific kind of item.)
- Subject to GM approval.
- Once per Day
(May only use this Power once per day.)
(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.
- Unique Focus
(This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
(Make a Trauma roll when you use this power)
- Long Cast
(This Power takes one minute to activate.)
- Critical Failure
(Roll a single D10 when you activate this Power. If you roll a 1, you critically fail in a way that is extraordinarily dangerous. Failure should cause at least a Severity-4 Injury, a mutilating Battle Scar, or some other terrible consequence.)
(Activating requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source.)
- You cannot use Armor to soak this damage.
- Spying In Plain Sight
(You create a visible manifestation at the spot where your senses are projected. Determine what this manifestation looks like when you create this Power.)
- Blind Spying
(Instead of sight, this power works with a different sense of your choosing)
(After this Power ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.)
(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.
(This Power causes a mutation that elicits a strong, negative social response from the average person in your World. 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.