Zeke's right eye flashes with a violet, mystical flare as it witnesses time itself unfold before him. Revealed are both glimpses into his immediate future and divinations from across all of time, granting him an endless library of knowledge.
You gain the following benefits as long as you have your hourglass marked right-eye.
Your Intellect rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Countless Possibilities. When you roll an outcome of 2 or lower on an Intellect check, roll Self-Control. If you botched, you automatically fail. On a failure, your mind is assaulted with visages of the future, and you receive a -4 dice penalty for the next hour.
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:
Oct. 7, 2023, 9:17 p.m. - Revision Cost: 1. Added Drawback: Disfiguring, Removed Drawback: Maddening
In a gory, almost supernatural display of medical expertise, you cut and mend flesh as if it were nothing, using the brutal methods of the chainsaw and the refined art of the scalpel you manage to seal up even the most painful injuries.
You gain the following benefits as long as Your Cybernetic Arm (See: The Doctor's Hand) is currently active and switched on.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Gazing at others with his cursed eye, the voice inside his head speaks of their weaknesses if he so wish to know.
Essentially intrusive thoughts
Spend a minute. Select a Sapient target or a Creature within 20 feet. This Effect cannot be used unless your left (compass) eye is undamaged. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Intellect + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, 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.
You cannot investigate the same target more than once per day.
Its just a Yautja.
You gain the following benefits as long as you have your Yautja control Panel.
Your Perception rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (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:
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
To prepare her loyal minion for the eventual transformation that will come in time, she has blessed him with one of the many gifts that will come with being a werewolf. To better prepare him for what will happen and have the more finesse edge of control.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
A small eyeball appears floating in Harriet's hand. It's pupil rapidly changes shape to that of the key used for whatever it is Harriet wants locked/unlocked, then it shrivels up into dust, dying.
Harriet calls forth a creature of Knock. It's only purpose in life is to open and close gate ways. When it dies, it's energy is returned from whence it came.
Harriet knows none of this.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach.
You may lock, unlock, and/or open your target.
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 4. The target's material 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 one minute. You must actively and obviously use a cell phone to activate this Effect.
Summon a single goon at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
You may only use this Effect once per day.
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend 1 minute. Select a Living, Animate target within 20 feet You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
You are able to view your target's memories. The target is aware that their thoughts are being probed but not of the source of the probe. The Effect ends if the target moves out of range or your Concentration is interrupted.
You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question takes as long as it takes to answer to read. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind (unless you win a coin flip) and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.