The little girl's black orbs for eyes glow red as her unusually large pitch black shadow twists and lifts up from the surface, forming into a large, taloned, bone-spined black demon with flaming red eyes.
This Effect activates whenever fail the Tantrum Trauma roll, suffer a Severity 2 Injury or greater, or you are restrained against your will. It does not require an Action or Exertion. “Your target should be intuitively based on the triggering event. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you it rages wildly upon arrival, causing a Severity 2 Injury to the child and all allies within a 25 ft radius.
Summon a single Sapient a large, taloned, bone-spined black demon with flaming red eyes at your location. They last for two hours or until they are destroyed. They are controlled by the GM, do not follow orders, and only act to protect Violet from further harm and help her meet her basic needs. You may have at most one active at a time.
Possession of this Power grants the following Battle Scar: always followed by a large black shadow that seems to have a mind of its own.
Possession of this Power grants the following Trauma at all times: Tantrums: at least 2x per Contract, you MUST have that thing that you really really want (but have no business having) / do that (unhelpful) thing / go over there (out of the way). Roll Self-Control to keep this at a pouty sniffle and avoid devolving into a loud, paralyzing tantrum.
Guido's exposure to millions of years in transit from the Jurassic to the modern era exposed him to vast amounts of temporal radiation. While he didn't age, the fetal embryo did experience this time. Despite only being chronologically 3 years of age, Guido has vast intelligence, partially due to the Deep Time he endured & partially due to mutation that synchronizes his fore & hind brain as a quantum singularity. If this connection is severed, most likely due to wounds on the spine, this ability is lost until the spinal damage heals. This is particularly relevant to his cockatiel-like feathered crest, which seems to attenuate the strange quantum energies associated with the anomalous intellect.
Having perceived portions of Time & Space beyond mortal ken, Guido is unusually afraid of the dark, & will avoid poorly lit areas.
You gain the following benefits as long as you have your Feather Crest.
Your Intellect rating is increased by 3. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Nyctophopia.
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
Jack looks at you and smiles charmingly, his eyes twinkling, and you forget exactly what you were thinking about. His words are just so interesting, and he's obviously such an honest and well-meaning person... gosh, and so good-looking, too!
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: he cannot lie and must keep any promises he makes and must roll self-control to avoid smashing any mirrored surface he sees,.
You also gain the following effects:
Vile afflictions cannot bother Haver, as his body is not biological.
You gain the following benefits at all times.
You get +0 dice to any Body resistance rolls you make. You also gain the following effects:
The astronaut lifts his hand: and the last thing you see is his burly-fisty-glove closing as your windpipe collapses from the pressure of all the air in your body being pulled out by the very vacuum of space itself.
Fushi has become a conduit for the very vaccum-concept of space itself: he is a walking wormhole an as such he can manipulate the vacuum of space, even outside of space itself.
Uses [SPACE] Secondary ability.
You gain the following benefits at all times.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 1 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Possession of this Power grants the following Battle Scar: Asthma-Astronaut (You are at up to +3 difficulty to all stealth rolls pertaining to sound as you constantly breathe heavily, and wheeze.).
This was Valery's first sign that she was special. She had always had an aptitude for knowing way too much about death, but in the hospice she could just... ease them gently into the next world. Those who are effected by this ability can see a form overlapping hers, varying on where their soul will go after they die. For those who told her what she looked like in the hospice, it was usually some sort of angel, but it can also appear as a dark hooded figure, a flaming demon, a loved one who passed before, a being to whom they sold their soul, etc.
Exert your Mind and spend an Action to activate. Select a Living target within 45 feet. This Effect cannot be used unless The target must be close enough to death that using this power would kill or destroy them. If you do not deal enough damage to kill or destroy them, your action is wasted. Roll Intellect + Occult Difficulty 6. The target may contest by rolling Mind, Difficulty 6.
If the contested Outcome is positive, the target takes that much damage plus 3. The target's material Armor is completely ignored.
The time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
You may only use this Effect once per day.
The creature's claws rip through the poor, defenseless doctor's coat, opening deep gashes in their gut. It bares its fangs to lunge for the killing blow, but the doctor looks up at the attacker. Their eyes filed not with utter terror at their imminent demise, only a look of disappointment and pity. Touched, the monster hesitates. . .
This Effect activates whenever you receive a Severity 2 or higher Injury from an attack. It does not require an Action or Exertion. Select a Living target within 45 feet. Your target should be intuitively based on the triggering event. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by remorse for hurting such a pure soul. 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 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.
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living or Animate target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee at Difficulty 6. The target may roll Body, -2 dice at 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:
All alterations you make must damage the target's knees.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.