Edgar's flesh is unusually dense, scabrous, & sinewy, particularly around his thick forearms & curving talons. His teeth are now fully formed, a muzzle exploding with fangs. Edgar can claw, dig, & gnaw his way through most materials, or opponents, with frightening ease.
You gain the following benefits as long as you are engaged in unarmed combat.
Your unarmed attacks deal +0 Bonus Damage, and Brawn no longer acts as Armor against them. The target's other Armor is fully effective against this damage.
You also gain the following effects:
A Dark red aura emanates from his hands as red lightning like energy envelops them, as he places his hands on the subject's wounds, it slowly starts to fade away, like time is reversing, and the wound never happened, like a certain Medic's Ubercharge.
Exert your Mind and spend 15 minutes. Select a Living or Dead target within arm's reach. You cannot target yourself. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine 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.
If you begin healing an Injury on a target that has been dead for less than a minute, and your healing reduces their Wound Level to a non-lethal level, their life is restored.
Possession of this Power grants the following Battle Scar: Wheezing.
Sal's body constantly brings itself back to a fixed point of health, rewriting time, with his body slowly regrowing.
Sal's body becomes more similar to that of an ouroboros, constantly returning to a fixed point.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Jangles’ nose seems to glow as he begins juggling knives before unleashing a hailstorm of blades!
Requires him to be wearing the nose while the effect is active
You gain the following benefits as long as you are engaged in combat with thrown weapons. You must actively and obviously be using Big Red Nose to gain the benefits of this Effect.
+2 dice to all rolls utilizing thrown weapons.
Possession of this Power grants the following Battle Scar: Chelsea Smile.
You also gain the following effects:
Scriggles has gained the powerful smell that a cat would usually have (his nose has been unblocked).
You gain the following benefits at all times.
Your senses are enhanced in the following way.
He can Channel power of the stars and shoot from his hand
is only a Solar Arrow for now
Spend an Action to activate. Select a target within 300 feet. This Effect cannot be used unless Do not work under water and pass Through glass. You must actively and obviously use Glove to activate this Effect. Roll Dexterity + Firearms 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 1. Armor is fully effective against this damage.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
This Gift's level is capped at 2 Gifts and cannot be increased further.
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 Contested 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.
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
You may only use this Effect once per day.
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 Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
EzFake is an app that appears on any cell phone the influencer holds as long as they are holding it. The influencer need only make a selection and focus their will to project a lifelike forgery into the world in front of them. It may be an object, a creature, or even a specific person, and they can speak and make sounds as well.
The Influencer gets ready to film, and focuses fully on getting a good shot. After all, no video doctoring software can compete with a real life forgery which can be filmed from any number of directions by anyone's camera and appear legitimate.
Exert your Mind and spend two Actions performing the following ritual: open up the app on your cell phone, make your selection, and prepare to film. Select a target within arm's reach. You must actively and obviously use cell phone camera to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Choose an illusion to generate, which can be no larger than a person.
The chosen illusion is generated at your target, and it will remain in place as long as you maintain Concentration or you choose to end it. It can be perceived by people through their smell, hearing, and 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 can choose to perceive it or not at will.
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.