My guy is just a cat innit
You gain the following benefits at all times.
You are permanently and visibly transformed: ________. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1 and your Perception is increased by 1.
You can squeeze through any cracks and passageways a cat would be able to.
You may make a claws attack without additional equipment.
You cannot wear standard human clothes. Using equipment, vehicles, or facilities designed for humans is not always possible and always comes with increased Difficulty.
You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
Archie is immune to all mundane diseases; his ability to power through them has always been freakish, but now he doesn’t even have to pretend nothing’s bothering him.
Whether it’s true or not, Archie is confident that the whole building would come down if he weren’t on call to do his job as the head secretary of the Bank of America Corporate HQ. Having a job like that, you can’t be out for any reason- he has no kids to speak of, and honestly loves the job. So, when he got sick and powered through it much more miraculously than he should have been able to, Archie made his first realization on what the Games might be doing for him.
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:
Maw of teeth appear around the circumference the object takes. Inside this area a red liquid starts to pool up either absorbing the object above or have a stored object float to the surface.
A denizen of xibalba attached to the fallen Xic and Patan lends it's services for the opportunity to fell full even if it can never actually be satisfied. Might be ironic since their old masters induced death to travelers by causing them to cough up blood. Now it's helping a traveler by coughing objects.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within 30 feet of you to your stash. You may only stash targets which are not possessed by someone else, and are freestanding and unattached.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The Man found a mystical mask that gave him extra strength and used it to rise the ranks in the world of wrestling.
You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using A Mask to gain the benefits of this Effect.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1). The target's Armor is fully effective against this damage.
You also gain the following effects:
Minerva's understanding of the Dreamlands has deepened to the point that she can fully realize some of its more interesting secrets - even objects have dreams, for one thing. They often dream of themselves, doing their purpose, but also the areas they have found themselves in.
They require something, though, to enter their dreams, as the connection is more tenuous. Minerva always leaves a bit of herself behind forcing into them.
Spend a minute. Select a target Object within arm's reach. You must actively and obviously use silver fox pendant to activate this Effect. At the end of your investigation, roll Charisma + Influence at Difficulty 6.
You learn all the following information about your target:
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Battle Scar: Short Stature - You cannot all-out sprint.
Possession of this Power grants the following Trauma at all times: Painful Losses: Whenever a fellow contractor (who you are not directly acting against) is in danger, you must roll self-control or immediately attempt to assist them.
You cannot investigate the same target more than once per day.
James flicks his wand, and promptly after an illusion of whatever he wishes appears. In his mind flashes of the mission he obtained this gift on appear, his comrades injured, drowning, blood and explosions in a harsh winter, Wolves biting into him ripping his flesh.
Exert your Mind and spend an Action. Select a target within arm's reach. You must actively and obviously use wand to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. 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 for the next 3 Rounds or you choose to end it. It can be perceived by people through their hearing, smell, and sight. The illusion cannot be used as an attack. You cannot make an exact replica of an existing Animate being or Object.
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 is not fixed to the initial target, and may move about at a maximum speed 30 feet per Round. 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.
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.
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.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome + 2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
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's Cost is capped at 2 and cannot be increased further.