Bu Fang having been through a high stress situation, the lack of ingredients, the time pressure, as everything boiled up to a rise, his bloodthirst grew. More than his past, more than his trauma, he remembered a place he long thought he has forgotten about. The goblin dungeon, rushing there, he finds that he can almost practically sense where they were without being able to. His intuition, his bloodthirst, has refined itself into almost like a sense for these creatures.
Now, he eats one of his warp formed meatball, the thought of this stimulates his bloodlust, allowing him to tune and hone into these cryptids. Though... to him, they're all just ingredients in the end.
Exert your Mind and spend one minute. You must use up A Warped Form objects in order 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.
You automatically detect all Cryptids within 10 miles of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
You receive How they taste for each being you detect.
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.
Annette touches a target and their eyes light up before the target experiences their mind shattering and becoming traumatized after experiencing multiple horrific thoughts filled with despair.
Gifted to Annette by The Fool, this gift was crafted from the inverted stars card and given as a reward for surviving the Sanctuary contract.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Roll Brawn + Alertness Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, your target will take 2 points of Mind Damage and gains two new Traumas of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.
these Traumas cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.
You may only use this Effect once per day.
A small cloud of dust comes from my skin and "infects" the target. For a moment, I feel every part of their body and can push and pull the flesh, bone, and blood into a more favorable position.
Spend an Action. Select a Living target within arm's reach. Roll Intellect + Medicine at Difficulty 6. The target may roll Body, 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:
This Gift's Cost is capped at 2 and cannot be increased further.
Your alteration "heals" over the course of the next month, after which it is fully cured.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
she start reading werid book give to her after her job do rand start to dreams about about small place that divide of life only land and water at start all there only emptiness on bizarre place that look like planet but size of it is extremely Underwhelmingly small but after two or so dreams something start appearing out water plans start to extent there root out water and Life start to prosper and l got idea out it so what make lot bio mass of creatures is water what if l try to make technique on that Enlightenment of these dreams l start to whisper the chant of life or what l call it water start to from around the wounds and injuries start to heal at astonishing rate but the side effect on the mind is drawback l still most work on but strong mind can overcome it
Exert your Mind and spend 1 minute to activate. Select a Living target within arm's reach. You must actively and obviously use Bracelet to activate this Effect. Make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Perception + Occult 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.
Upon specified a hand signal, a transformation take place morphing and reshaping into a perfect replica of a key for any lock.
Spend two Actions performing the following ritual: Melt key into shape of required lock. Select a door, container, knot, or lock within arm's reach. This can be used on Alien targets. You must use up Key in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may lock, unlock, and/or open your target.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult 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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.