Punch real hard send a shockwave
Spend an Action to activate. Select a target within 300 feet. Roll Brawn + Brawl 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 1. Armor is fully effective against this damage.
This Gift's level is capped at 2 Gifts and cannot be increased further.
Instead of dealing damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per round until it reaches the Severity it would have otherwise been.
Paul brings the TTT close to the device he wishes to command, and says what he would like the device to do.
Spend 1 Action. Select a Device within arm's reach. Can be used on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.
Every hack you make leaves behind the 4-chan symbol in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
This Gift's Cost is capped at 2 and cannot be increased further.
The gift spreads purple waves throughout the air the targets eyes go white and began to madden and seizure, anyone who watches vomits
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. Roll Intellect + Firearms 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Torture.
Possession of this Power grants the following Battle Scar: Cough.
Catherine performs a fortune telling reading, learning secrets about the subject. Her eyes dilate as she perceives glimpses of the subject's past and future.
Spend a minute. Select a Sapient target within arm's reach. You must actively and obviously use fortune telling implement to activate this Effect. At the end of your investigation, roll Perception + Occult 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.
You cannot investigate the same target more than once per day.
I stumbled across a man in a dark alley one night will drinking who asked she could have anything in the world what would it be. She said itd be nice to be able to change the world for the better if only the corrupt were gone. The man gave her a book and said if she mastered this she could start on this path. She spent the next month performing the rituals and she succeded turning herself into a human voodoo doll. The next month she was on her way home when she was mugged and she was unfortunately stabbed in the gut however as the blade was removed the robber clutched his stomach and feel to the floor dead.
Spend an Action. Select a target within 300 feet. Roll Charisma + Occult Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The Wound Disappears from Sally and appears slowly on the target.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The Princess lays her hands upon the injury, and closes her eyes. Her Inner Light glows, and ribbons of light begin to emerge from her hands. They begin to stitch together, layering over each other. From her target, their own inner light is kindled some, coaxed out by the Princess's. The two weave together, reforming the injury, and the injury glows at the end, warm as a noon day sun. And then it settles.
The Princess opens her eyes, smiling a smile just as bright.
Exert your Mind and spend a minute. Select a Living target within arm's reach. This Effect cannot be used unless must be in alternate form. You must actively and obviously use Phylactery to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
The Witch summons a crow, whispers a message to it, and sends it off to deliver her words. Half an hour later, the crow arrives at the recipient and repeats her message aloud in its croaking, animal voice.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.
You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.
The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The detective pulls out their magnifying glass and investigates the area, learning details about any nearby structures and picking up details on what sorts of beings have passed through and when.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
The priest channels their true faith into a brutal assault on the consciousness of demonic or unholy creatures. By wielding their favored holy symbol, a gilded crucifix, they can put a proper fear of god into them, leaving them cowering at any truly holy things they encounter.
Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. 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, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a Trauma of the GM's choice.
This trauma 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.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living or Animate target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee 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:
All alterations you make must damage the target's knees.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.