TBD
You gain the following benefits at all times.
You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
Communicating with a being cannot directly damage your Mind or cause Injury. All rolls to resist Effects that rely on communicating with you are made at -1 Difficulty.
Maggie's pact with Rusalka, the Grandmother Waterfall, infuses her mind with the resilience and patience of water eroding mountains. This ancient spirit grants Maggie an impenetrable psyche, deflecting supernatural assaults on her consciousness. Like water conforming yet retaining its essence, Maggie's thoughts remain fluid but unassailable: mental attacks and possession attempts are foiled and redirected and the old spirit confers focus and serenity. Rusalka's blessing ensures that while the world changes, Maggie's core self remains constant, protected by the Grandmother Waterfall's eternal flow.
You gain the following benefits at all times.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
It has been the work of the Garuhl to heal the world since the world produced life. Using the natural medicine of the earth, Carter can channel Gaia's blessing to heal.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must use up hand full of herbs in order to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Brawn + Alertness at Difficulty 6.
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.
During the seconds it takes to activate the disguise, Viktor would be tapping around on his phone before taking a picture of himself. And after tapping on his phone a shimmer appears around him before he turns into someone else.
Using an app connected to his phone, he would start to edit himself via a picture of himself before selecting the 'apply' option. which sends a signal to his 'Heart' which starts to glow slightly before a small shimmer around his body as he appear as someone else.
Spend 2 Actions. You must actively and obviously use His Phone to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You cannot alter your clothes. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
This Gift's Cost is capped at 2 and cannot be increased further.
While disguised, you cannot use any Activated or Targeted Powers.
Kyle is beautiful with his bloodied fangs, metal-tipped claws, and scaly wings. Is it your imagination that his nose is slightly longer as well, and elongated? Are you sure that his eyes weren't always that big, almost Disney Princess-like as they shine in the darkness?
You gain the following benefits as long as Kyle is in his siren form.
Your senses are enhanced in the following way.
Mothman can use straight twigs and string to create a simple 'doll' left in the woods. (A la the triangle wood things in blair witch)
Creepy on its own, Mothman closes his hands around it. The air around the sculpture vibrates with a tense pressure and fevered pitch, before releasing.
Chain of screaming, reduces by half for each additional target inflicted, when they 'interact' with another valid target, and i imagine hearing affected yell at them to warn their allies etc count as interacting.
1 target: 1 hour
2 targets: 30 minutes
3 targets: 15 minutes
4 targets: 7.5 minutes
5 targets: 3 minutes
6 targets: 1.5 minutes (30 rounds)
7 targets (15 rounds)
8 targets (7 rounds)
9 (3 rounds)
10 (one round)
Exert your Mind and spend an Action to trap a region of any shape that contains your current location and fits entirely within 45 feet. This trap lasts until triggered or disarmed. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you It effects him and anyone around as he sets the trap. You must use up a collection of straight sticks and rope in order to activate this Effect. Roll Charisma + Influence at Difficulty 6.
The trap looks like A bundle of sticks, tied into a shape like a stick figure. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by Fear and Paranoia. 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.
When your target interacts with any valid target, they must roll Self-Control or be swept up in the same emotion. New targets pass it on as well, and so on, with the remaining duration decreasing by half until the chain stops.
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.
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.
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:
The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock 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).
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.