Momma Ettu can verbally summon a 'Bogeyman' by verbally implying one is present and a danger, through story or statement like 'There's a bogeyman in these woods' or 'Ive heard bogeyman... " Etc.
Immediately after, a medium dog-sized, indistinguishable ball of teeth (think Stephen King's Langoliers) will appear from somewhere out of sight (behind a tree, or around a corner or something when possible, but directly behind them if no other options are available within 15 feet or so). They follow Ettu's lore given during the summons, although she can always change the story. They will always attempt to approach stealthed, and hunt as a predator would- lunging when the target is distracted, when they're spotted, or when they manage to get close enough to catch the target unaware- where they will promptly lunge at the targets throat or chest area.
https://imgur.com/gallery/S9qdw2L
Bogeyman are notorious for being able to find you, no matter how far you run. (They can attempt to track people, somehow, despite lack of obvious eyes)
She was inbued and taught to control and invoke existing spirits by her family as a child. She works with bogeymen because not only are they vicious, but every moment they're under her control, is a moment they're not hunting children to eat.
Exert your Mind and spend an Action to activate. This Effect cannot be used unless Someone must be around to hear her imply that bogeymen are here.
Summon a single A toothy round monster, mostly consisting of a giant mouth and tiny body at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
Minions have 4 Body and can make melee range attacks with 6 dice to attack and +2 Damage. They cannot move faster than a walk and cannot dodge incoming attacks. They have dog-level intelligence, and cannot communicate back to you. Any Perception checks they make are rolled with 8 dice.
Your minion is able to Stealth with a 4-dice pool.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Momma Ettu seems to be on business-like terms with murderous creatures of fear and infanticide.
Your nano bots can now make deadly poison and disease that seem to come from your blood almost
Exert your Mind and spend an Action to activate. Select a Living target within 20 feet. You must use up A blood vial in order to activate this Effect. Roll Brawn + Brawl at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Perception + Medicine at Difficulty 6, and can be cured by Pure Church Holy Water and christian blood.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see You seem to use your own blood as the source.
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.
Possession of this Power grants the following Trauma at all times: the craving for blood is unmatched by anything you’ve ever felt when ever you see blood make a d10 to resist wanting to drink it anything below a five in you fail.
Ellis has such a strong connection with his Bonded explosives that he can see through what would be their eyes, if they were people. Which they aren't. Bombs are just objects... At any rate, in order to see details around his frie...bomb, Ellis will have to devote his full attention to monitoring the ward, making him vulnerable. However, he will also be alerted should any beings touch the warded explosive (if he's not too distracted to notice the alert).
Exert your Mind and spend an Action to activate. Select a target within 10 feet. This Effect cannot be used unless the bomb in question has undergone the Ritual of Bomb Bonding. You must actively and obviously use a bomb to activate this Effect.
You place a ward, which is fixed to a target Object that can be moved and repositioned. You can see through the ward as though you were standing at its location. You may have at most 8 wards running 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.
You may declare a condition to watch for on an active Ward. If it occurs, you may roll Perception + Alertness, Difficulty 6, to notice it, even if you are not actively monitoring that ward.
You may activate another Effect through one of your Wards as if you were standing at its location. The Ward is destroyed afterward.
The patient must lay down and be sedated and be given painkillers before the Gift takes effect.
The process is quite painfull , as it cleanses the target of the disease he patient may experience a burning in his whole body as if being cauterized.
In that process every bit of the disease/poison leaves the patients body.
If its a disease the place being cauterized is the origin of the disease.
If poison its the entry of the poison , or the blood veins if its a poison that act that way
The pain is strong but its not strong enough to leave scars to the patience mental health.
Exert your Mind and spend 15 minutes to activate. Select a Living target within arm's reach. You cannot target yourself. You must use up Painkillers in order to activate this Effect.
You may cure any any number of diseases or poisons afflicting your target even if you have not diagnosed or fully understood them. 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.
You may only use this Effect once per day.
Muscles over muscles over muscles, specifically along his arms and chest. (Hulk-proportioned. His biceps are 3 times bigger around than his head)
Like a rhino or drug addict, as long as the adrenaline is pumping he is very hard to slow. It's not even so much that it does nothing, he just doesn't care even when it does.
Genetically 100% human even if you wouldn't guess it looking.
Sure, maybe some lab went through the genome and port and polished certain bits, dotted some i's, crossed some t's, but he's not a spliced abomination, a gorilla man, the spirit of power incarnate, or a alien benefactor.
He's American, born and bred. Several organs are engorged, and on an X-ray his pituitary looks horribly deformed and over-effective, but as a side effect of his cancer there are pockets of metastisised pituitary cells throughout his body, applying GH, repairs, and enhancements to areas directly as needed.
You gain the following benefits at all times.
Your Brawn rating is increased by 2. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
You also gain the following effects:
Be amazed as the magician wields a deck of simple tarot 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 Tarot cards.
+2 dice to all rolls utilizing Tarot cards.
You also gain the following effects:
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 influencer knows just how to-- well-- influence people. By following a suggestion with a wink, smile, or a look of astonishment, their target is sure to be swayed. Is it any wonder they have a following of such incredible fans? Hit like, smash subscribe, and for the love of all that is holy, don't forget to retweet.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind (unless you win a coin flip) and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
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.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.