The supernatural forces that keep Ichabod's spirit going reject mortal sicknesses. You also know if any plague enters your rotting body.
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:
Izumo is able to quickly move with a dash, with no penalty to her aim. Izumo can fire with precision and haste even after moving in a full dash.
You gain the following benefits as long as engaged in combat with Handguns.
+2 dice to all Handguns rolls.
You also gain the following effects:
As a member of the original species to practice this art, it only makes sense that Leon would pursue a small restoration of his power at the first chance he got. The power of the gift frees a small part of his soul from the botched ritual that half shackles it to Hasashi's shrine in japan. Bastard. Still, while it isn't quite at the level of complexity or range that Leon desires as of yet, the feeling of knowing that you can make someone go fuck themselves with a glance is one that Leon finds comforting.
Exert your Mind and spend at least one Action. Select a number of Sapient targets equal to your Charisma within 20 feet. You may select a target at any range if you use up A surface that has reflected the target of the target. You must use up A katashiro in order to activate this Effect. Your target may be actively engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. The targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in days. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action, a conditional request, and an abstract goal. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
You must have some means of communicating this command to your targets, but no one other than you and them will understand or perceive it.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
This cat can talk. Reaching into your mind to reach out with a narration of their needs.
After asking the cat where it comes from, it brushes the question aside and merely requests that you take it where it wants. When you inquires as to why, the cat merely states that it wants to have fun there.
Spend an Action. This Effect cannot be used unless the target has previously pet the cat.
You may send a single message to all targets which are within a specified range. It can be no more complicated than a multi-page letter or a long email.
You must share a common language for your target to understand the message.
This Effect is not obvious, and the only sign you are using an Effect is the cat waving their tail pretty slowly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Compulsive liar.
Luna disperses water into the air, and the illusions appear shortly after.
Exert your Mind and spend an Action. Select a target within 45 feet. You must use up 1 Liter of water in order to activate this Effect. Choose an illusion to generate, which can be no larger than an SUV.
The chosen illusion is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their touch, taste, smell, hearing, and sight. The illusion cannot be used as an attack. You cannot make an exact replica of an existing Animate being or Object.
Anyone who struggles against the illusion hard enough to break a window or who would be damaged by the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion and can choose to perceive it or not at will.
The illusion is not fixed to the initial target, and may move about at a maximum speed 30 feet per Round. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
Possession of this Power grants the following Battle Scar: Weakspot: The Sol symbol on her left shoulder and Shoulder Sublaxation.
Possession of this Power grants the following Trauma at all times: Nightmares: Her Twin being seperated from her, Psychopathy, and Compulsion to clean.
Aisen closes her eyes and reverberates in gentle waves. A shadowy figure can almost be seen near her.
Aisen's shadow exerts itself to comfort her.
Exert your Mind to activate. Select a Living target within arm's reach. Over the course of one day, 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 + Alertness 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Onlookers feel a staggering sense of unease when seeing this ability used.
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
The Severity of any Injury caused by fire and heat is increased by 2.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
As long as you maintain Concentration, you can take Actions and 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 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects: