SHE WON’T GET OUT OF MY HEAD!

Request denied.
HOP effectiveness of mother’s infected assets outweighs her potential risk, despite the House’s increased antipathy towards her. We will continue to collect and train them when possible, and dispatch instant execution when unable to safely recover assets,
As above, so below.
Lower first,
Castle Director F. Espada


MOTHER’S EMBRACE (Passive)

When you strain overflow, you may gain a Mother’s Mark instead of a regular strain mark, and roll 2d6, picking the lowest, if you choose to keep control.

MOTHER’S MARKS

A mother’s mark does not lower strain overflow cap, but still counts as a strain mark in all other aspects. It has no other gameplay effects. Roll 1d6 for its aspect. You can gain the same mark more than once.

  1. New eye in center of forehead. Looks around on its own. You cannot see through it. It is not yours.
  2. Large patch of skin or hair loses all color, then gains banded stripes.
  3. New pupil in eye.
  4. New tongue.
  5. New limb. Elongated and double jointed.
  6. Spiraling patterns, warping the skin and muscle. Patterns change and shift over time.

If you lose control and have at least one Mother’s Mark, you become subsumed into Mother, becoming a Mother’s Favorite instead of an Imago (see 2. MOTHER’S FAVORITE). This is not a kind fate.


UNRAVEL (Instant, Self, Charm, Until Rest)

Effect: You unravel your skin, muscle, and organs into a pulsing mass. You can reform body parts such as hands, mouths, eyes, or teeth anywhere in this mass at will. While in this form:

  • You cannot use or benefit from your own psychic powers (other than this one), but psychic powers or effects from others can still affect you.
  • You can spread through spaces as small as a sink pipe, spread out your total mass over an area equal to CAT, or compact your mass into a tight shape about the size of a piece of luggage.
  • Roll MENTAL for any effects you’d use this form for while it’s active.
  • Humans are typically terrified by this form, and the next action against a human or group of humans after taking this form takes +1D.

When your party rests, or when you end this power, you reform in any area that has enough space for you that your mass is touching. If there is no room for you, you instead reform when there is space.


POLYP (Entire Hunt, Charm, Adjacent)

Effect: You harmlessly but gruesomely remove and place either or both of your eyes, or your mouth, (or any combination of your eyes and mouth) on a human, executioner, anomaly, or flat surface you can touch. For unwilling or unaware targets, roll MENTAL and only spend a burst and activate this power on success.

You can see and speak normally from your eye and mouth, but they disappear on your face for the duration. You take any stress your eye or mouth would take as a consequence of your actions with them, and they return to your face when you end this power, or after they take harm.

Additionally, any number of times while active, you can take 1 strain to use a defiance power from any eye or mouth in CAT+2 range as if you were there, spending a burst as normal. Gain +1D if doing so would grant you an advantage.


KNOT (Entire Hunt, Self)

Passive: When you gain any amount of stress, you can capture it’s negative energy without spending a burst, appearing as a raised knot in your skin. Reduce stress suffered by 2 for each knot gained. You can capture up to 3 knots. At the end of any scene in which you have one or more knots, roll 1d6. When a knot bursts, you take 2 irreducible stress.

  • On a 1-3, take 1d3 strain and burst a knot.
  • On a 4-5, take 1 strain and burst a knot.
  • On a 6, take no strain and burst a knot.

COLONY (Self, Ally, Short)

Effect: Gain 1d3 strain, then you or an ally in range gains a fleshy shield that absorbs 2 stress from external harm. If a character already has such a shield, increase it by +2, but they also take 1d3 strain.


COIL (Instant, Short)

Effect: Your limb peels apart its flesh and skin, then lashes at a target in short range like a whip, dealing harm or pulling them some distance. Roll MENTAL for its effects.

  • Gain +1D if you have 3 or fewer strain boxes remaining.
  • Gain +2 CAT if you have strain overflowed this mission.