The target hears/feels their electronic device indicate that someone is trying to contact them, even if it is on silent or dead. This notification is only perceivable by the target. If there's a screen, the most commonly used calling app is used. The caller is a saved contact with whatever name/title and profile picture the caller desires.
If the target accepts the "call," they will hear a woman's voice talking to them through the device. No one else hears her, and the target's replies (their voice and lip movements) are also supernaturally obscured. At most, onlookers may notice the target accessing their device.
When the conversation ends, the device has no record of it, and all attempts to collect evidence of the call somehow fail.
Spend an Action to activate. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless the target is willing to engage in the conversation (meaning they accept the "call" and don't hang up) and target has in their possession (or is attending to) an electronic device that can send and recieve audio.
You open up a line of communication to your target, and may converse with them as long as you maintain Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Effect is not obvious, and the only sign you are using an Effect is slow, deep breathing. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: You must roll Self Control to resist chasing after smallish things in motion that dogs are known to chase after, including sticks/balls/squeaky toys and small animals. If you fail the roll, you will chase after it until you have physically touched it, lost sight of it, or it becomes clearly beyond your reach..
The Harbinger has introduced the Monk to an old master who has accepted him as a pupil. Their training is brutal, but effective. Weeks of driving his hands into piles of sand has hardened them into frightful weapons.
The Monk is capable of catching swords by the blade and does not fear spiked armor. Further, the attacks of their hardened hands are truly deadly.
You gain the following benefits as long as you are engaged in unarmed combat.
Your unarmed attacks deal +4 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage.
Possession of this Power grants the following Battle Scar: The bones and outer cover of your hands become metallic like.
You also gain the following effects:
The air is struck with the stench of decay, the pallor of something long dead. Zack’s arms spread wide, their flesh contorting and splitting as masses of flies pour out, buzzing with a fell drone as the clouds usher from their throat and eyes. Black clouds surround Zack as they fall silent, the air only left with one sound: the droning of Abbadon.
Take a Severity-1 Injury and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you the swarms take Zack as food, attacking them and any allies they may have.
Summon a Swarms of Mosquitos at your location, plus enough additional minions to bring you up to the maximum of 2 minions. They will 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 2 minions active at a time.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see The mosquitos and swarms of pestilence emerge from the skin, mouth, and eyes of Zack. His skin flares with pustules and warps as he activates the power.
Kyle is an abnormally muscled man, with very few brain cells.
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:
The goddess above has given me the ability to move faster than before. I now can use my ways to be come quick and agile as she was in life. The beard will sparkle as moves and freys in a way that is not natural.
You gain the following benefits as long as you have your Beard.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
By channeling extra power into the rune he uses, Mike can control a vehicle in ways others simply cannot.
Mike's motorcycle has minor rune markings throughout, made on the parts as he rebuilt it from the frame up. His repair runes leave behind a permanent marking on the items he has repaired, though his augment runes only last while they are active and fade after.
You gain the following benefits as long as you are piloting a vehicle that you yourself built, or have an active upgrade rune on and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
The mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon 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.
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 aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.