Mothman can use straight twigs and string to create a simple 'doll' left in the woods. (A la the triangle wood things in blair witch)
Creepy on its own, Mothman closes his hands around it. The air around the sculpture vibrates with a tense pressure and fevered pitch, before releasing.
Exert your Mind and spend 30 seconds to place a trap at your current location. This trap lasts until triggered or disarmed. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you It effects him and anyone around as he sets the trap. You must use up a collection of straight sticks and rope in order to activate this Effect. Roll Charisma + Influence at Difficulty 6.
The trap looks like ________. It can only be spotted as a trap by those with preexisting knowledge of such traps. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters within 45 feet will trigger the trap. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by Fear and Paranoia. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
Both attacking someone and being attacked will end the Effect.
Your target passes this Effect on to the next person they interact with, so long as that person is a valid target. That person passes it on as well, and so on, with the remaining duration decreasing by half until the chain stops.
Cleatus may be a bad cop, but he isn't a bad man. He doesn't enjoy leaping to violence as a first response despite his hollering, and after asking to have some time with the Dust Devil in the events following his encounter with the nation's fiercest bikers he discovered that he had been.. changed. It seemed taking the right approach and having your heart in the right place seems to have its benefits. Now buoyed by the winds that run through his hair as he hits the highway like the riders of old. Cleatus drives like the bat out of hell he was born to be. Tailwinds and aerodynamics are now a never properly understood memory. Though he does still hear the nattering whispers of the wind spirits he's now become attuned to, and as a result, he's beginning to feel like there's more to being American than the red, white, and blue, and his passengers will hear similar nattering whispers. Like intrusive thoughts compelling them to remember what's important, and to not allow anyone to take what's dear to them without a fight. You have to protect it. You can't allow them to take it again. Wait.. again?
You gain the following benefits as long as you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
With a quick strum, a beat, a lick, Julian Carlos fires out a grey hum from his instrument, visible vibrations of pure Música, they stop bullets in air, they stop blades in place, and they stop boredom from setting in.
Spend an Action. Select a target within 45 feet. You must actively and obviously use an Instrument to activate this Effect. 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 2.
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's Cost is capped at 2 and cannot be increased further.
Harriet coughs up a small amount of blood that quickly evaporates into nothingness.
Through Harriet's desperate desire to safe from the drugs she is forced to take in containment, she has attuned to the aspect of Heart. With a greater connection to the never ending dance, she can better resist poisons against her physical form.
Harriet knows none of this.
You gain the following benefits at all times.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects:
The user will give out the command while smoking a cigar and a flash of infernal energy will ignite in their eyes.
Exert your Mind and spend at least one Action. Select a Human target within 20 feet. You must actively and obviously use Cigar to activate this Effect. 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 hours. 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, a conditional request, and an abstract goal. 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. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
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.
James secretes mustard gas from his pores when he becomes worried or scared.
Exert your Mind and spend an Action. Select a Living target within 20 feet. This Effect cannot be used unless James becomes especially worried. Roll Perception + Alertness at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.
If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:
The affliction can be diagnosed with a Medicine roll, and may be cured by modern medicine through treatment at a fully equipped facility. Treatment outside of a facility may stop the affliction from worsening for a day, but will not cure the underlying Condition.
Any Scars, Traumas, or Injuries caused by your symptoms cannot be healed until the underlying Condition is cured.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
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 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 Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects:
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects: