Kane analyzes his opponents carefully to build his strategy around them. Honing this skill to a supernatural degree has given him a supernatural sense of his opponents weaknesses. Of course this doesn't work on those who are better then him.
Spend 2 Actions. Select a Sapient target within 20 feet. At the end of your investigation, roll Intellect + Alertness at Difficulty 6. The target resists by rolling Mind at Difficulty 7.
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.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.
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Exert your Mind and spend an Action to trap a region of any shape that contains your current location and fits entirely within 65 feet. This trap lasts until triggered or disarmed. Choose a type of being that could trigger the trap. Roll Intellect + Alertness at Difficulty 6. Record your Outcome when the trap is placed.
The trap looks like red orb. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid or destroy it.
When setting the trap, specify the condition under which it will trigger. The trap can trigger against a target in the trapped region.
If the Outcome is positive, your blast hits everything within 50 feet of the trap with Damage equal to your Outcome + 8. Affected targets may Dodge or Defend to reduce incoming Damage by their Outcome.
Damage spreads to targets beyond the edge of the initial radius, decreasing by 2 Damage for every 5 feet traveled. For the next 3 Rounds following the initial blast, this Effect will deal a new blast of damage to any targets remaining within range of the trap. The damage decays by 2 each Round.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head and body reforms into that of an anthropomorphic wolf, but it is done in a horrific and traumatizing method. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
Take a Severity-1 Injury and spend a Quick Action.
You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 1. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
Iryna’s eyes glow bright, shining down their light in front of her, seeing through the hardest materials with ease.
Exert your Mind and spend one minute.
You may perceive things within 75 feet of you with perfect clarity as though there were no walls or obstacles blocking your view for the next 30 minutes.
You may perceive through up to 15 feet of material. The Difficulty of all Perception rolls made through a wall are increased by 1 per wall.
You may only use this Effect once per day.
The user begins impulsively scratching their hands as if they have a tick. Their nails start being filled with dust that materalises on their palms and once it's completely scratched off the dust is carried by "the wind" and brought to the target. Exposure to the dust slowly makes the target drowsy before they drop unconscious on the spot.
Exert your Mind and spend an Action to activate. Select a Living target within 30 feet. Make a Trauma roll when you activate this Effect. Roll Intellect + Influence at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. After this, they fall asleep for Outcome x 3 minutes.
Affected targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation.
This Effect is not obvious, and the only sign you are using an Effect is flecks of dust starting to materialize on your palms.. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Possession of this Power grants the following Battle Scar: Enervation.
Possession of this Power grants the following Trauma at all times: Fear of Losing Consciousness, after you wake up from any period of unconsciousness, roll a self-control to avoid hunting down the source..
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics 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. Armor is fully effective against this Damage.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
This Gift's Cost is capped at 2 and cannot be increased further.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within arm's reach. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. 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).
You also gain the following effects:
The musician pours their heart and soul into their music, giving others some much needed perspective and solace and all around good vibes. This can be a temporary easing of the mind, but with prolonged music therapy it can even permanently cure psychic damage.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.