Open up a musky tome. Its pages flutter as it turns to a page it did not previously have: a description about the object right in front of you! The book will answer your questions about where the object was made, who by, and how it is used.
Exert your Mind and spend a minute. Select a target Object within arm's reach. You must actively and obviously use An old musty tome to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
You are a troll, a mythical creature with unnatural biology and a weakness to fire.
You gain the following benefits at all times.
You are permanently and visibly transformed: Green skin, sharp claws, long limbs. You are considered to be a Sapient, Living being when targeted..
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
The Severity of any Injury caused by Fire Damage is increased by 2.
Gofer's teeth and jaw are unnaturally strong and sturdy, allowing him to bite through materials most other dogs would break their teeth on.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 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:
The power can be noticed due to the continued hand-rubbing that needs to be done by the individual casting it at the time that he speaks to the target actively. During this casting, the target's deepest, and most manipulable secrets (personal emotional weakpoints, hidden repressed desires, etc) become present in the target's mind as a book to be read.
Spend a minute to activate. Select a Sapient target within arm's reach. You must continuously interact with the individual in question in order to gather any information. At the end of your investigation, roll Charisma + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift's Cost is capped at 2 and cannot be increased further.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
He takes all the damage head on and turns the tables in the matter of seconds. He's not afraid of any little bullets, he's more afraid of the infant growing up to become a villain he might have to one day take down. So he decides to show that even normal people can fight back!
Exert your Mind and spend an Action.
Your Stress from Injuries is reduced to 0. Lasts three hours. Does not reduce Stress from Mind Damage.
Stress from Injuries acts as a dice bonus instead of penalty.
Charlie invokes the secret language of the beast, and uses a combination of audible sounds, sub-sonic communication and body language to communicate unto a creature how it would with another of its species.
Due to spiraling mutations and the recent information that had come to light about the actions of Genwyld, Charlie had stopped taking her pills that were supplied after every contract. And yet, when this almost drove her to retirement, someone happened that nobody expected. Voices from the trees, the birdsong itself was made language to her, as vulgar as they were. The animal sounds made while fully transformed? Those were understandable as well. Every noise by every beast were now a language she could hear if she took the time to listen.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animals as if you are fluent in a relevant language.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
The ninja does not approve of guns; they prefer using the bow for its stealth and versatility.
You gain the following benefits as long as engaged in combat with wooden longbows.
You receive +2 dice to all rolls using wooden longbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.
You also gain the following effects:
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 mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
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.