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Two yolks in every egg. Extra socks in a load of laundry. The perfect doubles partner. Catalogue Anomalies create exactly what you need, exactly how you want it.
Mischievous by nature, Catalogue Anomalies in the wild are responsible for many of history’s most notorious moments of surprise. Icebergs suddenly too close to avoid, viruses mutating to thrive in new hosts, critical battle plans in enemy hands…Catalogues will make anything if it has an impact on the world.
Their power is limited only by creativity, so they cling to hosts ripe with imagination.
Agents can put their approved abilities to productive use when supplies are running low or their department is understaffed. Be advised: if you notice a Catalogue bonded coworker grooming new facial hair or asking whether important historical events “still happened here,” they have likely been replaced by a duplicate and must be turned in for reorientation.
What's That Over There?
Point somewhere nearby and say “what’s that over there?”. Roll Attentiveness.On a success, you create an object where you're pointing. It can be any mundane thing you imagine that fits comfortably and harmlessly inside the space, but can only feature details or information you would know.
For each additional 3, you may add another object nearby.
On a failure, the GM will describe a different object that is now there, and it is either obviously out of place or extremely inconvenient.
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Hold any object small enough to carry and roll Dynamism.On a success, the object changes to a similar–but different–version of the object. (A green coat becomes a blue coat, a stuffed bear becomes a stuffed tiger, room key #203 becomes #204, etc.)
On every third 3, you may give the object an additional variant you can freely swap it between, such as giving a cane an alternate self as a sword. This effect is permanent but it can only swap when you are handling the object.
On a failure, the object is replaced with something entirely different. It can no longer be changed by this ability.
Your Best Self
Open a container large enough to fit you entirely inside. Roll Duplicity.On a success, an alternate version of you is inside. They have one particular skill that is useful to your current situation (whittling, whistling, whisking, etc). They disappear from your world within the hour.
On six or more 3s, you can create an additional alternate self.
On a failure, the alternate version you reveal is evil from your perspective. They have goals and priorities opposite yours and are committed to getting in your way until dealt with. They leave your world voluntarily only when satisfied by the changes they made to it.