Gobster McJaw spits out saliva and pops a vein as he horrifically insults any target who cares to stop his quest for endless joy.
Spend an Action. Select a Living target within 45 feet. You must actively and obviously use Insult book to activate this Effect. Roll Charisma + Influence Difficulty 6. The target may contest by rolling Mind, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this damage.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Keep yourself safe: When used, Roll self control to be able to keep your composure, If failed, You must use this ability for all charisma rolls and anytime he's prompted to speak for 5 minutes..
Andrew Guy's form goes blurry around the edges, it becomes hard to focus on him, and suddenly, he appears to be standing elsewhere, as if he was always there.
Andrew is such an insignificant component of the universe that sometimes, errors occur, shifting his position in space to somewhere nearby as if he was always there.
Exert your Mind and spend an Action to activate. Select a Location which is at most 50 feet away horizontally or 10 feet away vertically. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls.
Emily takes her marker, draws something small - a compass, a square, and a "G" - for "Graves."
Emily's right eye splits into three pupils, three irises. Like a bug.
She's watching, through it - and if you accept a gift from her - you can hear her, through it.
Exert your Mind and spend an Action to activate. Select a target within 10 feet. You must use up a marker in order to activate this Effect. You must remain within 1000 feet of your ward to access its senses.
You place a ward, which is fixed to a target Object that can be moved and repositioned. You can perceive with all your senses or activate investigative Effects through the ward as though you were standing at its location. You may have at most 3 wards running at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.
You may declare a condition to watch for on an active Ward. If it occurs, you may roll Perception + Alertness, Difficulty 6, to notice it, even if you are not actively monitoring that ward.
You may communicate through your ward, though doing so will reveal its presence.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
You may only use this Effect once per day.
Django hits a guitar solo that touches the heart and mind of their target leaving what looks like a musical note over their head.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Alertness at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
Benny can entrance a target into a lustful stupor by looking deep into their eyes and dominating their mind with his own. His eyes have paid the price for power; instead of whites, his irises are now surrounded by a blood red color, which becomes more or less intense depending on how recently he has fed.
Exert your Mind and spend an Action to activate. Select a Animate target within 20 feet. This Effect cannot be used unless you make direct eye contact with the target. Roll Charisma + Alertness at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for as long as you maintain Concentration; if you stop or are interrupted, the Effect will end. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
l need approval
Spend 2 Actions to activate. Investigate an area with a radius of up to 100 feet This Effect cannot be used unless Astrology hat. You must actively and obviously use Hat to activate this Effect. At the end of your investigation, roll Perception + Occult at Difficulty 6.
You learn the following information about the area:
This Gift's level is capped at 2 Gifts and cannot be increased further.
The spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a target within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to a target Object that can be moved and repositioned. You can hear and see through the ward as though you were standing at its location. You may have at most 1 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind and Spend an Action. Select a Living target within 20 feet. Roll Intellect + Occult at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
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."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.
The Witch summons a crow, whispers a message to it, and sends it off to deliver her words. Half an hour later, the crow arrives at the recipient and repeats her message aloud in its croaking, animal voice.
Spend an Action. 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.
You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.
The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Gift's Cost is capped at 2 and cannot be increased further.
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.
Dazzle Glasses are advanced "black-tech" espionage gear. They can be styled as any sort sunglasses. When the wearer is recorded, they will quickly flash a non-visible laser into the recording device, destroying it after only a moment of footage is taken.
This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Roll Perception + Culture 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.