The moment of death, the head (and body if attached) contorts briefly as a screeching revenant erupts from the body. A barely recognizable phantom screeches involuntarily, relieving the moment of death a second longer before a spark of recognition glimmers over it's eyes, and it teleports to the target of its vengeance and flying into their body. The raw necromantic energy inflicts whichever killed them in mere moments, and can even hit nearby co-conspirators.
Spend an Action and use up this A small ring, as black as night.. Select a target within arm's reach. This Effect cannot be used unless Death Pact Only. 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. Roll 11 dice Difficulty 6, dice penalties do not apply. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 8.
You may opt to have this Effect spread to all targets within 5 feet of the initial target, then to all unaffected targets within 5 feet of them, and so on, jumping a maximum of 5 times. No target may be hit more than once. You cannot hit yourself.
When you die, you may activate this Effect targeting the person that killed you at any range and without any penalty. Its roll is at -1 Difficulty.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the victims twisted undead visage, screeching in rage.
The user momentarily dissolves into a shadowy mist and reappears at the chosen location. The user briefly becomes incorporeal, merging with nearby shadows. After a brief moment of dark, swirling mist, they materialize at the chosen location.
When activating the ability, the user’s body becomes enveloped in dark, shifting shadows that blend with the surrounding darkness. As they leap, a brief, eerie chill may pervade the air, and faint whispers or murmurs might be heard, hinting at the dark magic involved. Upon arrival, the user reappears with a subtle flash of dark energy, the area around them momentarily darkening before returning to normal.
Spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
Possession of this Power grants the following Battle Scar: Chronic Ankle Instability.
Grace may allow the eye to control her hands, rotating in her skull to look around on it's own as her hands draw a map of the surroundings on the paper, usually in crayon.
Exert your Mind (unless in an urban area) and spend a minute. Investigate an area with a radius of up to 1 mile You must use up paper & crayons (or other writing utensil) in order to activate this Effect. At the end of your investigation, roll Intellect + Technology at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
LT. Renzo Corsetti presses the target in a very soft friendly manner beguiling them with well place words and spoken traps leading to the target revealing more then they intend and spilling the beans on there internal struggles.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is Spoken in a frustrating dialogue with user and made publicly available.
When used, the affected area starts bleeding rapidly, where every layer of blood that comes out, it dries super fast then builds up a new layer of healed flesh under it till the injury has been fully transferred. If it's an internal effect, blood will either come out of another orifice closest to the injury or a black goop. If it's a mental effect, it will fill the eyes before draining via tears.
This is one of the few experiments that got the intended effect; after a long time of trying to find a way to heal significant damage, we figured out a way. However, the injuries, for at least what we have seen, are a fundamental part of reality. So instead of just healing it, it has to be transferred. This is still beneficial as we have figured out also to do it wirelessly via some quantum physics shenanigans my workers have done. I don't really care. I'm just happy it works.
Exert your Mind and spend a minute. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Upon taking a bite of the meatball, the user (beside it tasting really good) will have to throw it as far as possible as it starts hissing from where the bite is. Upon being thrown, the meatball starts to spin, the juices spinning around and shooting everywhere creating this almost seemingly perfect circle. Those with quick intuition or are used to this item will know, that's the distance it will explode from just how hot and steamy this meatball is. Upon which, it will explode into a mass of steam that ignites object around, chunks of the meatball are strewn about before it burns away leaving almost no traces before the strong smell of a meatball.
Spend an Action and use up this Meatball. Select a Location no further than 40 feet from you and in your line of sight. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll 11 dice Difficulty 6, dice penalties do not apply. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4. Armor is fully effective against this Damage.
Any flammable Objects within the radius during the blast will catch fire, and any being who takes at least 4 Damage will catch fire. Starting the Round after they caught fire, flaming targets take 2 Damage per Round until the fire is extinguished.
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 spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a Location within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. You may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.
The Vampire is able to turn one of their victims into a lesser vampire, a pale shadow of a full creature of the night but useful nonetheless. Having drained and killed their target, the Vampire performs a brief ritualistic bloodletting, wherein they spill their own blood into the target's mouth, forcing them to drink, and bonding them together as child and sire.
Shortly afterwards, the fledgling vampire will rise from death, hungry for blood and eager to serve.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion. The raised creature must consume flesh every day or it will die again.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The musician pours their heart and soul into their music, giving others some much needed perspective and solace and all around good vibes. This can be a temporary easing of the mind, but with prolonged music therapy it can even permanently cure psychic damage.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
The magician places a mirror to reflect a subject and conjures an illusion that perfectly replicates it!
If the illusion is touched, it shatters into a thousand tiny shards of glass.
Exert your Mind and spend two Actions performing the following ritual: place a mirror such that it reflects the subject of your illusion. Select a target within 45 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
a reflection of something else in the area, which can be no larger than a person is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.