Due to whatever circumstances are relevant, the gifted user does not need to actively do anything. It's simply an enhanced metabolism and a regular need for sleep. Visually, the gifted may have corpse-like attributes (paler skin, cold to the touch) or simply look "smudged," whatever that means to the viewer.
You gain the following benefits at all times.
You no longer require any food, water, or air in order to survive.
Edward has many year’s worth of experience as a doctor which makes it easier to perform acts such as first aid or surgery.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Your mind is like a fortress for others and is much more difficult to influence
You gain the following benefits at all times.
You get +1 dice to any Mind resistance rolls you make. You also gain the following effects:
Bill keeps his important possessions stored in a pocket realm which he can access through the sleeve of his shirt.
Spend a Quick Action to activate. This Effect cannot be used unless you have sleeves through which to store/withdraw items.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a ziploc snack bag (1 liter), and you may store up to 7 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
After all of his secret internet escapades through AO3 and Tumblr and weird forums and websites, Joseph now has a seemingly never-ending arsenal of knowledge of insane and traumatizing stories of any media type (ex: novels, fanfiction, doujinshi). When he describes these stories in detail, and he readily can because he remembers them all very clearly, it's exceedingly disturbing to others to the point it's traumatizing. Not only are the verbal descriptions disturbing enough, but when he speaks, a hologram screen appears in front of him. As he describes the stories, the projection will play the story like it's a show. Whoever witnesses it doesn't need to imagine what's going on -- They can see it for themselves!... All in full detail.
Exert your Mind and spend an Action. Select a Human target within 20 feet. Roll Intellect + Culture at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a new Trauma selected by the GM. This Trauma may be removed by Effects or mundane therapy, as normal. Targets that receive a new Trauma are aware that you are interacting with them but they do not view it as an attack or view the resulting Trauma as malicious. If their Trauma is treated, they will be able to see the reality of the situation.
Power over the wax curse allows you to infect others to varying degrees, touching them with the intent to spread wax onto their body allows you to do so. Wax covers the affected area causing as little as irritation to losing bodily functions such as sight or movement.
Exert your Mind and Spend an Action. Select a Living target within arm's reach. Roll Brawn + 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:
You may affect up to 3 targets within range.
If two or more of your targets are touching and more than one fails to resist, you may conjoin them where they touch. This counts as a shared Battle Scar.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The Battle Scars you inflict manifest over the course of the next minute.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics 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.
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.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
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 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.