Coming from years of practice, Biggun has mastered the art of the Greatsword, capable of using his own weight to swing and cleave his opponents, Biggun has no problem lugging around his massive blade.
You gain the following benefits as long as you are engaged in combat with Greatsword.
+2 dice to all rolls with Greatsword. You may Defend against firearm attacks from any range using Greatsword.
You also gain the following effects:
"With my sheer words all ill in my target's mind is slowly brought out into a weak and pathetic physical form,when the treatment succeeds,the trauma will whiter,and no more tears will be shed."
Exert your Mind to activate. Select a Living target within arm's reach. Over the course of one day, 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 + Medicine 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the trauma takes an disturbing and terrifying physical forms while treated.
An extremely small black dot appears on a point in the body of Thomas' choosing. While this is happening, Thomas' pupils go red like a photograph with flash.
Exert your Mind and spend an Action. Select a target within 20 feet.
Your target is marked with black dot on the skin. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's vital status, injuries, direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 3 marks active.
You may activate another Effect through your Mark as though you were standing at its location. This destroys the Mark.
You receive +2 dice to any rolls made against a marked target.
When Johnny plays, and I mean really gives it his all, the air seems to vibrate with his notes and even the most hardened critics loose themselves in his melody.
Spend an Action to activate. All Animate targets within 20 feet of you who can perceive you through Hearing are affected. You must actively and obviously use Violin and bow to activate this Effect. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, the targets will keep their full attention focused on you for contested Outcome in rounds. They will automatically fail any rolls related to noticing anything other than you. If they cannot perceive you through Hearing for three Rounds, the Effect is broken. The Effect ends early if the target is Injured or enters Combat.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you.
This Gift's level is capped at 2 Gifts and cannot be increased further.
You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.
There are up to two participants in this ritual, the user, and the target. They can be the same person
The user of the ritual gathers enough blood to coat the entire skin of the target, and draws 3 summoning circles one within the other. The target must strip their clothing, and be in a dark area lit only by candles. The user covers the target in the blood. The user then begins chanting, offering the blood covering the target, and some of their own flesh to the Great Shaper of flesh. After the chanting is done, the offerings are taken, the the target is transformed. Then entire ritual takes 30 minutes to setup and run.
The transformation looks like a great being of shadow forming hands that reach out towards the target of the ritual. The targets flesh shivers and moves away from their bones. Their bones shift and break with audible cracks. Then their bones and flesh flow back into a new form.
This gift is a ritual to draw upon the powers of a grand demon. With some offerings, the user can reshape themselves or others to be whoever they like.
Increase your sacrificial Injury's Severity by 1 and spend a half hour. This Effect cannot be used unless You and the target must be naked. You must use up Enough blood to coat your entire skin in order to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise may directly mimic the appearance of a specific individual. You cannot alter your clothes. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. This does not conceal you against investigative Effects. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
You can "pass" in any culture or group without arousing suspicion as long as you look normal for that group and can communicate with those inside the group.
You may Increase your sacrificial Injury's Severity by 1 and spend a half hour to apply a disguise to a target. The target can Resist your attempt. The disguise lasts until you choose to end the Effect and counts as a Battle Scar. All the same restrictions on the disguise’s appearance apply.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see You cover the entire body of the participant in blood in a demonic ritual.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
This caterpillar can rock your shit. When in use eyes open and glow green.
You gain the following benefits as long as you have your Eyes - Eyes open and glow a green color.
Your Brawn rating is increased by 0. 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).
Possession of this Power grants the following Battle Scar: Concussive Neuropathy.
Possession of this Power grants the following Trauma at all times: Delusions of Invincibility - You believe yourself to be completely invincible. Roll Self Control to take any action or thought that goes against this belief..
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:
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
The psychic can glean various important details about a person simply by engaging in a short conversation with them.
Spend one minute. Select a Sapient target within 20 feet. 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 + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is spoken aloud in conversation and made publicly available.
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 aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival 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.
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
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.