A Grotesques Slavering maw opens wide from the palm of Gustav's left hand, the teeth of the mouth nips and bites at any flesh put close to it. the maw roars the targets final name in the book of death setting them ablaze with eldritch colorless flames. the names spoken are not recognizable as any speak able language.
Xaphan attempts to wrestle control over the arm.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You may select a target at any range if you use up Bodily fluid of the target. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Battle scar: demonically possessed arm. Make a Trauma roll when you activate this Effect. Roll Intellect + Occult 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 Exert your Mind and spend a Reaction to contest an Action someone is taking. Roll Intellect + Occult at Difficulty 7. Subtract your Outcome from theirs, and they use the Contested Outcome to determine if their Action succeeds.
July 24, 2023, 8:08 p.m. - Major Revision Cost: 1. Added Enhancement: Conduit, Added Drawback: Aimed
The gift spawns a grim totem that is the physical embodiment of that trauma. This gremlin or goblin or what-have-you will try to do what the trauma itself does, and destroy it's host. Battling this creature clears the mind, and brings with it a degree of peace.
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 + Melee 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 you're literally fighting a monster..
The user's body is filled with power as long as they're not weighed down by their human form.
Entering combat requires self restrain to not run away.
Getting mind-controlled by an insect god drastically changes the way you look at the world, but also leaves traces of power ingrained in your soul.
You gain the following benefits as long as you're transformed.
Whenever you use your Movement, after all other calculations, the distance you may travel is tripled.
If you go a round without using your Movement, you immediately collapse and must remain immobile and resting for the same duration of time you previously spent moving.
If not already, the sidearm becomes a solid black, blending into the silence as it's parts silently slide in fluid motion
You gain the following benefits as long as engaged in combat with Side arm.
Your attacks with Side arm deal +3 Bonus Damage. Armor is fully effective against this damage.
Possession of this Power grants the following Battle Scar: Your hands are charred black, and stained red as if soaked in blood.
You also gain the following effects:
David seems to focus, and around him in the air you can hear audible whispers in the voices of those that have died in this area, directing him towards their corpses.
David has meddled many a time in the realm and affairs of the Dead by now. He has even wrestled with them, tearing into one of their realms. The Dead have begun to call to him. To seek for him to find them. And so, in his ears, they sometimes whisper….
Exert your Mind and spend a minute. Investigate an area with a radius of up to 500 feet At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn the following information about the area:
Big glowing translucent shield appears in the shape of a dog house
Exert your Mind and spend an Action or Reaction. You must actively and obviously use Dog Collar to activate this Effect. Roll Intellect + Athletics at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 2 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of the Barrier Strength Parameter’s bonus. Their Armor applies in full. 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.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a door, lock, or locked target within arm's reach. Cannot be used on Alien technology. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
The time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.
Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
The beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
The witch knows bad things happen to bad people. By bringing attention to a karmic imbalance, she can hurry it along, causing her target's bad luck to catch up with them. The target finds themselves suffering injuries due to freakishly bad luck until they cleanse themselves or perish.
Exert your Mind and spend one minute. Select a Living target within 20 feet. This Effect cannot be used unless the target deserves it. Roll Charisma + Occult at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by bathing fully in clear running water.
This Effect is not obvious, and the only sign you are using an Effect is you staring at the target, speaking calmly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.