Dr. Freeman can alter the memories of a person as long as he is touching their brain.
Exert your Mind and spend 1 minute. Select a Human target within arm's reach. This Effect cannot be used unless you are touching the target's naked brain. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you destroy the target's brain, klling them. Roll Intellect + Medicine at Difficulty 6. The target may resist by rolling Mind at Difficulty 8.
If the contested Outcome is positive, a specific period of time (up to 1 day long) from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories. Any alterations you make must feature yourself as you appear today in some way.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”). You may also choose to only alter a single specific detail rather than an entire period, such as a password, phone number, directions, or you may remove all knowledge of one specific thing, regardless of time period, such as a loved one, a location, a prized possession, etc.
Affected targets will invent new memories to justify the inconsistencies. For instance, if their memory was altered to include a new friend they don’t have, they may invent further memories of meeting that friend, spending time with them, etc.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you altering the target's naked brain.
Using Slug's greatest weapon, himself, he can effectively use fighting styles akin to boxing and wrestling to unleash heavy punches, kicks, grabs, and throws against his foes.
Slug has always been fond of using his hands, whether it was to shake someone down or noodling for fish. This a common trait among incarnations of the Corpus.
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 +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:
No matter what sort of magic you believe you wield, no matter how unfathomable you believe it to be, Iryna is starting to understand it. Bit by bit, piece by piece, she knows every energy is at its core touched by radiation, and she must reach out and channel it, let it flow through her and out again, tuning her resonance to it and understanding the energy you command.
Exert your Mind and spend one minute.
You automatically detect all beings invoking alien energy within 300 feet 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 an energy signature for each being you detect.
All beings invoking alien energy who you can sense are equally able to sense you.
They see shadows start to swirl around me and absorb me into the shadows and all that is left. is a faint shadowy figure.
Exert your Mind and spend an Action.
You phase out of reality for up to 4 Rounds. During this time, you cannot 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.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave shadowy figure(blends with the shadows) at your location.
Possession of this Power grants the following Battle Scar: black scar twisting up the arm, (Disfigured: All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this Battle Scar).
The participants shake hands and the deal is done.
Liv got this power by making some deals. Usually demonic bonds take special preparation, and can’t be applied to deals with humans. But by making some exchanges, she was able to give her words and deals more weight in all things, not just in dealing with demons. The cost of this deal was a finger, and some of Liv’s ability to trust.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.
Whenever a participant breaks the oath, you are immediately made aware and may even witness the act as if standing nearby.
Possession of this Power grants the following Battle Scar: missing pinkie fingers on right hand.
Possession of this Power grants the following Trauma at all times: paranoia when trusting someone without bond caused by this power.
Angelo warps the target’s flesh in some way to reflect the sin they have committed.
Spend an Action. Select a Living target within arm's reach. You must actively and obviously use rosary to activate this Effect. Roll Charisma + 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:
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Strict - Roll Self-Control any time you see a person do anything you perceive as being sinful. Loss of control will lead to using this power on them to the extent of the severity of the infraction viewed..
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.
The detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected 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 the letter-- but not necessarily the 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 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. 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.
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this damage.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival 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.