You enter into an almost trance-like state to command any creature within 20 feet. No range limitation when in possession of a token belonging to the target. An exhilarating power, but exhausting!
One night in my cave a wolf arrived that had been in quite the brawl. One ear was barely hanging on by a scrap of fur. I fed the beast and cleaned it's wounds and in return I was able to keep his ear as a token. He is now a wary ally, but I hope we may become dear friends.
Exert your Mind and spend an Action to activate. Select a Creature within 20 feet. You may select a target at any range if you use up Wolf's ear of the target.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
The rusted, chipped dagger glows faintly with shifting unnatural hues. When used, it distorts the air around it, leaving eerie afterimages and faint, unsettling whispers.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. You must use up Dirt in order to activate this Effect. If a target does not consent to the transfer, you must roll Perception/Alertness at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
You may choose one each of as many things as you like from the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
Possession of this Power grants the following Battle Scar: Disfigured.
Possession of this Power grants the following Trauma at all times: Paranoia and The Fallen.
Jules has learned how to tap into the energy around him. He pulls out a map of the area. Lights some candles and his eye turn black has maps out the area around him. He begins his prayers to the goddess and drink Egyptian beer (cold temperature if your please) he take a drag of some fine cigarettes as he quickly maps the area looking for items of power and the supernatural.
Take a Severity-1 Injury and spend a minute to activate. Investigate an area with a radius of up to 1 mile This Effect cannot be used unless Night/shadows. You must actively and obviously use Amulet to activate this Effect. At the end of your investigation, roll Dexterity + Thievery at Difficulty 6.
You learn the following information about the area:
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
I don't really know what there is to say. He has a monkey tail.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
The constant channeling of ice spirits has permanently changed Angus' body. His body feels constantly sub-zero and he has become numb to physical trauma. Angus' veins have become partially frozen as a result, although no ill effects come from this. His brain is chilled slowing his perception of time slightly and granting him clarity at all times. As his affinity with ice increases, the more the spirits take... so far? just his ring finger on his left hand, But its getting worse.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Possession of this Power grants the following Battle Scar: Missing fingers.
The sight of a hulking angel with wings is only a glimpse at a Archangel's true form, a shapeless one of pure destructive force, sent to vanquish enemies of God.
An archangel's apocalypse is feared in every realm that knows of it, and this is a tiny glimpse into its raw power. Though he is hard to look at, he burns with the raging inferno of the purging energy of the sun, flaming white coronae lashing out 20 feet into every direction from a nuclear-hot core
Vanquished foes from this power are burned with a holy fire, reducing them into a column of salt, as Sodom and Gomorrha was.
Exert your Mind and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. This Effect cannot be used unless Alternate Form only. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Dexterity + Influence at Difficulty 6. 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 + 2.
Damage spreads to targets beyond the edge of the initial radius, decreasing by 2 Damage for every 5 feet traveled. For the next 3 Rounds following the initial blast, this Effect will deal a new blast of damage to any targets remaining within range of the chosen Location. The damage decays by 2 each Round.
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.
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.
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.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that 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.