The skin and eyes appear more grey and Edward looks slightly more undead than before
You gain the following benefits at all times.
You are permanently and visibly transformed: ________. You are considered to be a Sapient, Non-Living being when targeted..
No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
The Severity of any Injury caused by Holy is increased by 2.
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's Cost is capped at 2 and cannot be increased further.
The Battle Scars you inflict manifest over the course of the next minute.
Colvin grimaces, and disappears from sight. To most people, it looks like he has simply disappeared, like he never was. To a highly accurate observer, however, they realize that the change was not with their surroundings…it was with their own vision. It is like someone has placed a picture of the scene without Colvin in it in their visual organ (for most people, their eyes). Blinking heavily, focusing their mind on dispelling the fog someone can get the glamour to dissipate from their sight for a moment, seeing the scene as normal…potentially making out Colvin if he is within their sight.
This is one of the most common magics of the Fae—glamour…the ability to confuse and muddle mortal vision. It was granted to Colvin by the Spear of the Wild Hunt, upon completion of a ‘hunt’. Though the Wild Hunt was led by ghostly leaders of legends, and Norse Gods, its ranks were oft made up of Fae…those cruel, capricious torturers. Though he despises Fae, the spear is beginning to turn Colvin into something beyond human. Not fully Fae, but not fully mortal either. It is beginning to make him a Member of the Wild Hunt.
Exert your Mind and spend an Action.
You and any clothes or equipment you are wearing are partially obscured from sight for the next 10 minutes. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty.
Entering Combat or being Injured does not cause the Effect to end early. Anyone you attack will immediately notice you; anyone else may re-roll to notice you each time you take a Combat action, at -1 Difficulty per Combat action you have taken. When the Effect ends, it is disabled for 1 day.
Shreds and fibers of the held paper fly off into telekinetic pieces from Bryan's hands, enabling him the ability to manipulate objects from a distance. These paper shreds are supernatural in nature, and are able to fold, expand, and shift to match the abilities of typical telekinesis.
You gain the following benefits at all times. You must actively and obviously be using folding paper to gain the benefits of this Effect.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 1 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Obedience may jerk Grace’s body out of the way of incoming attacks, or swat them away completely. She becomes a little more “present” as she does so, brighter for just the flash of a second it takes her to deflect the damage.
Obedience would do anything in her power to protect Grace. It’s not just because Grace is what keeps her tethered to this world; they are best friends, and their bond is what makes them stronger in more ways than they can count.
You gain the following benefits at all times.
You have 4 Armor, which reduces incoming damage from all sources of physical attack except Fire. 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.
Raising his gun, Krik turns his head away and yells "Dakka Dakka". Magically, the bullet heats up, it is sent barreling out of the barrel toward whoever is on the other side of the gun.
The gun is just a regular gun. Krick just happens to be really lucky. He doesn't know how to use it, hence why he can't do it with other guns.
You gain the following benefits as long as engaged in combat with Submachine Gun.
Your attacks with Submachine Gun deal +2 Bonus Damage. Armor is fully effective against this damage.
You also gain the following effects:
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.
The influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet.
You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.
The Witch gazes at a calm and trusting animal and blinks, revealing eyes that have changed to match the creature's. Her body goes limp and collapses, and the witch proceeds to walk away, now temporarily borrowing the animal's body.
A borrowing Witch is a visitor in the animal's mind and cannot overstay her welcome or force the animal into danger.
Spend an Action or Reaction. Select a Creature target within 20 feet. The target may Resist.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious, in its same location. You may perceive through your original body's senses, at a -2 penalty to all Actions while doing so. If your original body is touched, you get a Perception check to notice. You may spend an Action to end the possession early.
Stats: Any Actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.
Gifts: You do not have access to any Gifts while you are possessing your target.
Death: If the host suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body. If the possession ends and your original body was killed or destroyed, you will die.
Eviction: You cannot force your host to take Actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
This Gift's Cost is capped at 2 and cannot be increased further.
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
The Necromancer temporarily assumes the form of their own corpse, complete with maggots, spilled entrails, and exposed bone. They cannot move while transformed, but their empty eye sockets see as well as ever.
Exert your Mind and Spend an Action.
You transform into your own corpse for one minute. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings as normal. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
You may end this Effect prematurely as a Free Action.