Walnuts body melts flowing like black ink into a shadow, almost instantly forming at a target or a distance away. Rising up from the ground as a living shadow.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Location which is at most 125 feet away horizontally or 25 feet away vertically. This Effect cannot be used unless Must be in shadows.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.
Possession of this Power grants the following Battle Scar: Eyes of night: when in sunlight get -2 to dice roll sight based prosection checks.
Benedict smokes and thinks for a good minute about what they have found. He's using the methods of definitely not cultural appropriation, they will gain the knowledge of the land in an in depth description in their mind.
Spend a minute. Select a target Object within arm's reach. You must actively and obviously use Smoking Pipe to activate this Effect. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
This Gift's Cost is capped at 2 and cannot be increased further.
You cannot investigate the same target more than once per day.
River takes a drag of something smokable and-- demonstrating incredible breathwork skills-- blows the smoke toward a group of targets. The smoke is imbued with his instinct, and brings forth the strong emotions that allow our inner demons to run rampant.
Exert your Mind and spend an Action. Select a number of Living targets equal to your Charisma within 45 feet as well as a specific emotion. You must use up something smokable in order to activate this Effect. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will outwardly display their emotions in an obvious and visible way.
Actions they take may be extreme and out of character for them. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
If any affected target takes or deals Damage, this Effect ends.
renamon spawns several razor sharp leaves and launches them at high speed at the target.
Exert your Mind and spend an Action. Select a target within 300 feet. You must actively and obviously use rings to activate this Effect. Roll Dexterity + Melee Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
I hold up hand, enemy lose leg :3
Spend an Action. Select a Living target within 20 feet. You must use up vial of blood in order to activate this Effect. Roll Intellect + Science at Difficulty 6. The target may roll Body, Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
This Gift's Cost is capped at 2 and cannot be increased further.
Your alteration "heals" over the course of the next month, after which it is fully cured.
After a bit of preparation, Murphy can use their sublime musical skills to put on a short concert that is capable of healing even the most grievous of wounds, assuming that the target will be around to hear the entire performance. The music causes wounds to heal at a rapid pace, making individuals feel fully whole again by the end of the performance.
While recovering in the hospital, Murphy felt unsure of how they might go forward after their first, botched contract. They thought it must be a miracle that they survived, and didn't expect any reward for their near-death experience, as both Alan and Robert did all of the work. They rested for a couple of days, mostly mute other than for the most basic communication with the nurses and doctors. At some point during the first week of recovery, one of the nurses approached them and confirmed that they were the very same musician from YouTube. The nurse told them how much she appreciated the music that they wrote, and how helpful it had been at getting her through the toughest moments of her life. It was at this moment that Murphy remembered why they chose to become a musician in the first place. Part of the joy of creating is being able to share it with the world... and if what you have to share is worthwhile, the world will be better for experiencing it. The nurse would bring her ukulele to Murphy, a loan until they could get back home to their menagerie of instruments. They began to write again, filling pages upon pages with new material, more than they had ever been able to produce in the past. They didn't know it yet, but their wounds would begin to heal at a rapid pace, and the battle scar left by their first contract would disappear without a trace.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use A Musical Instrument to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Performance at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
The aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.
The doctor heals severe injuries in minutes using only standard medical supplies. Lacerations seal under the needle and thread, and reset bones can be used shortly after.
However, for the treatment to last, the patient must adhere to any aftercare regimen the doctor requires. Those who violate the doctor's orders suffer their injuries anew.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use basic medical supplies to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.