Emulating the legendary Warrior Woman of the save name, Morgan has reconstructed some of her techniques, throwing spears with lethal accuracy.
You gain the following benefits as long as you are engaged in combat with spears.
+2 dice to all rolls utilizing spears.
You also gain the following effects:
Grim has a set of horns that grow from his forehead, betraying demonic heritage. He can peel the skin from his arm, wielding it as a blade made from his blood and sinew.
You gain the following benefits at all times.
You are permanently and visibly transformed: Horns & Red Eyes. You are considered to be a Sapient, Living being when targeted..
No single organ in your body is critical for life. If any of your body parts are separated from your body, you may take Actions with the severed part for three hours. You may reattach severed body parts by spending an Action and Exerting your Mind.
You may make a +2 Weapon Damage Claw (Brawn + Melee/Brawl) attack without additional equipment.
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.
Dark cloud of black wisps emanating from the pores and orifices of the individuals head, as their body moves as if awkwardly controlled by a puppeteer.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target 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 minutes. 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 will be fully aware that they are doing this task on your behalf and will inform anyone who they interact with that they were sent by you, though they may not view it as compulsory or against their will until the effect wears off. 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 and a conditional request. 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. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Eyes roll back, smoke from mouth.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
"By signing this contract, Party A agrees to take on the injury sustained by Party B, as well as all battle scars that come with it. In the case of one party being unable to sign for any reason, they may designate a Representative to sign in their place. This Representative must be publicly recognized by the party they are representing
Party A Signature: _____
Party B Signature: _____"
Upon signing the contract, purple flames begin to line the signatures on the paper. Those same flames then engulf the person losing their injuries. As the flames dissipate, so do the injuries, instead appearing on the other party.
Exert your Mind and spend an Action. Select two Sapient targets within arm's reach. This Effect cannot be used unless the targets have signed the contract, either through themselves or a known representative. You must actively and obviously use a contract by Phonny to activate this Effect. Your targets may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer between your two targets:
Oleander is well-versed in good study habits. As he investigates a place, he verbally describes each little detail that he sees, and that helps him make sense of what he's seeing; it might even gain him some new insight on this scene.
On places:
Oleander has traveled to many places in his lifetime for his job, yet he still has so much left to learn about the world at large. Now it's bigger than ever. He doesn't know how to feel about that yet.
On yapping:
Being restricted on the grounds of keeping up his reputation has left him deeply unsatisfied whenever he exists in silence. He'll yap to people and plants and even inanimate structures. He'll start talking to himself if he must; it's a good studying habit anyway. Oleander needs all he can to study the cases he's working on. He can't let a single detail escape him in court.
On information:
The internet is a vast place, and he often uses it to go down rabbitholes because of a related subject in a case. He'll always watch timelapses as a way to calm down, and this has inevitably led to more familiarity with how various things age over time.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet 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 the area:
You cannot investigate the same area more than once per day.
The gun shines a dim yellow. It's time to run.
Exert your Mind and spend a Free Action. You must actively and obviously use Crescendo Personal Orchestra to activate this Effect.
Lasts 3 Rounds. Whenever you use your Movement, after all other calculations, the distance you may travel is quadrupled.
If you go a round without using your Movement, you immediately collapse and must remain immobile and resting for the same duration of time you previously spent moving.
The psychic can glean various important details about a person simply by engaging in a short conversation with them.
Spend one minute. Select a Sapient target within 20 feet. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is spoken aloud in conversation and made publicly available.
This Gift's Cost is capped at 2 and cannot be increased further.
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind and Spend an Action. Select a Living target within 20 feet. Roll Intellect + Occult 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:
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Perception + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.