Darlin' slithers their way into Valentine's senses, Replacing them with alien organ carefully crafted by Darlin'.
Valentine's olfactory system is coated with shades of cartoonish pinks and blacks, The receptors inside Valentine's nose being changed into more alien tendrils traveling up to Valentine's olfactory bulb.
Valentine's ear canal has been coated with shades of cartoonish pinks and blacks, The oval membrane and ear drum changed into more sensitive alien tendrils, allowing for more nuanced hearing.
Valentine's senses have been heightened to superhuman levels due to these new enhancements and giving them an edge over their future endeavors.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
After a quick build up, Dante springs far into the air. The start and end locations of his leaps create a puff of dusts, even if there wasn't any there when he started.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
Filler
You gain the following benefits as long as you have your silver tounge.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Battle Scar: unusual appearance: Dispite being a priest, your entire body below your chin is covered in tatoos depicting various divine acts and imagery.
Possession of this Power grants the following Trauma at all times: Saintly Delusions: You believe are a bonified chosen of God, put here on earth to save the world from sin. (You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion).
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:
The last step in Frank’s metamorphosis. His flesh has become pallid and dull, a stark white color with hints of black and gray sprinkled about. His hair and pupils have shifted to a dreary black, his 5 o’clock shadow now acts as a permanent gray lining around his ugly mug.
Interestingly enough, any clothes he puts on gain these same monochrome properties, shifting to match his current form in a matter of minutes. This has turned his standard trench-coat and trilby into matching garments.
Frank’s entire biology has changed. Like his blood prior (see: Witness Protection), his entire body has gained the ability to harden and soften itself at will. This is primarily used to slip into narrow spaces and hide out in places where you’d least expect him, allowing him to get the jump on almost any perp he encounters.
You gain the following benefits at all times.
You are permanently and visibly transformed: true noir detective. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1.
You can squeeze through any cracks and passageways a cat would be able to.
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.
The final boss lets out an enraged scream that seems to reverberate with hundreds of voices alongside his own, turning the very environment around him ashen and intensely hot.
Exert your Mind and spend an Action.
You create a hemispherical dome of ashy air and molten, rocky ground originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. You are fully immune to the effects of your zone. The area inside your zone is affected in the following ways:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see your eyes turn red as you channel the enraged screams of all those you've wronged.
You may only use this Effect once per day.
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.
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
The seasoned necromancer's darkest art spits in the face of the natural order. Given sufficient preparation, they may temporarily revive any dead individual.
Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach that has died within the last month.
Your target rises as an Animate being. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Attributes are all the same as they were in life. Raised creatures have access to any Effects they had in life.
You may only use this Effect once per day.