Able to move at incredible speeds with incredible grace, these movements follow an eight-fold trigram pattern that allows Wolfgang to quite literally draw physical power from the underworld. Though, due to the strength not being his own, the martial magnate has yet to master the movements enough to adjust to the speed, though he does relish the adrenal rush that follows moving at such manic speeds.
You gain the following benefits at all times.
You can run at two times your normal movement speed.
If you move faster than your normal move speed, the world around you turns to a blur, and Perception rolls are made at -3 dice.
Has claws and is tall.
You gain the following benefits at all times.
You are permanently and visibly transformed: Half - Werewolf. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Perception is increased by 1.
You may make a +2 Weapon Damage Claw attack without additional equipment.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
The Severity of any Injury caused by Silver is increased by 2.
There is a barley visible blur all around my body, like short after images or ghost figures of me moving from where I am. they start off very visible but once more then an inch from my body they fade from all perception.
Because I never need to use more than a fraction of my own strength, It becomes hard to gauge and not crush things. It also makes working out really hard as I cant really strain my muscles... so I stay fucking skinny...
Each other version of Atlas in an alternate dimension is connected to me, with this I am able to increase that connection and add more of our converged strength together. Increasing my ability to push, pull, punch, and get hit, with the force of every connected Atlas body.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. 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:
Carver fiddles with a toothpick in her mouth and looks the target over.
Carver briefly connects to her target's mind and directly reads its signals as if it was nothing more than a file sitting on her desk. With her psychic prowess and medical know-how, she can effectively diagnose any issues the patient may have, even if the patient themselves hasn't consciously noticed any symptoms yet.
...As long as she has a toothpick to ground herself. The sheer amount of information they need to sort through would easily overwhelm them if they didn't have something else to focus on. (It also helps that it reminds her of Julia, the memories helping to combat any spikes in anxiety from being suddenly presented with large quantities of information she needs to sort through.)
Spend a minute. Select a Sapient target within arm's reach. You must actively and obviously use A Toothpick to activate this Effect. At the end of your investigation, roll Intellect + Medicine at Difficulty 6.
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.
The body is reconstructed by life energy
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Dead target within arm's reach that has died within the last hour. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you The dead body explodes.
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 one hour 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.
Raised creatures have all their Abilities set to 0. 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.
You may end this Effect prematurely as a Free Action.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
You may only use this Effect once per day.
For some odd reason, this old man fights like he's a man in his prime. Two sticks, one rested on his shoulder, the other pointed towards the ground. With every good hit, tribal drums sound.
"I learnt this from a man named Dimaculan Bomboclat Fernandez, a Filipino Martial Artist... Or rather, I stole it."
You gain the following benefits as long as you are engaged in combat with Kali Sticks.
+2 dice to all rolls with Kali Sticks. You may Defend against firearm attacks from any range using Kali Sticks.
You also gain the following effects:
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 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.
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The detective pulls out their magnifying glass and investigates the area, learning details about any nearby structures and picking up details on what sorts of beings have passed through and when.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend a Quick Action.
You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 2 and your Dexterity is increased by 2. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.