You are some form of robot
You gain the following benefits at all times.
You are permanently and visibly transformed: into a tall mechanical man. You are considered to be a Sapient, Non-Living Computer when targeted. Your Intellect is increased by 1.
No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
The Severity of any Injury caused by computer viruses is increased by 2.
Litia touches someone whose metabolic processes slow down, then stop for the next 24 hours. The initial stopping visibly messes with time dependent activities around Litia and her target, leaves falling in reverse, insects stopping in mid-air for a fraction of a second, sweat returning to the pores and sounds speeding up or slowing down.
The immense metaphysical pressure this puts on a living being prevents the repeated use, if you don't want to freeze in place forever.
Spend an Action. Select a Animate target within arm's reach. This Effect cannot be used unless the target wasn't targeted for the last 28 days.
For the next 24 hours, your target does not require any food, water, sleep, or air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
After winning her first game, Sandra’s tattoos started to change and fade. A thin, twisting figure that faded and faded, into the negative of a snake. Her tattoos begin to fade and whiten in places. It wraps around her arm, looping through where thumb meets index, the head resting in her palm near the corner of the cross. While she is healing others, the black outlines of the snake change from black, slowly shifting to a blood red.
Blood in tattoo provided by North Star Medical, taken from The Brood of the Herb Stealing Snake (Source/inspiration: ||The Sumerian legend, The Epic of Gilgamesh|| )
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
His skin is pale, his hair off color and bright. He seems almost to float when he moves as though perpetually caught in the wind. He is dreamlike - a man caught not in what is, but what might have been.
When he wishes, his arms and legs can stretch impossibly far - the limbs move without joints and the skin grows thin and translucent, and through its milky sheen, the starstuff of dreams is what can be seen.
Mingus' dreams seep into his body - he is bright, colorful. The first real manifestation is in his limbs - in his dreams, he reaches for what he cannot have, but no matter how far, he can never reach far enough. When he wishes, his arms and legs can stretch impossibly far - the limbs move without joints and the skin grows thin and translucent, and through its milky sheen, the starstuff of dreams is what can be seen.
You gain the following benefits at all times.
You are permanently and visibly transformed: what might have been. You are considered to be a Sapient, Living being when targeted..
Your appendages have 30 feet of reach.
When Lucifer Inkz wants something to walk again, he doesn’t chant spells or wave bones. He bleeds for it.
With one hand trembling from a self-inflicted wound, he leans in close, Tattooing Gun chugging with a low, hellish buzz. He carves black sigils into dead flesh — not art, but branding. A divine desecration. The skin twitches. The hum deepens.
Then the thing shudders.
Whatever it once was is gone. No soul, no memory, just twitching nerves, meat, and rage wrapped in butchered ink. It doesn’t listen. It doesn’t care. It wants flesh. It needs it.
The moment the ink sets, Lucifer staggers, blood still running, body slowed. He’s not a master of the dead — just the man who marked them.
His creations are headstrong, blood-hungry, and barely stable, like flesh puppets stitched together by hate and ink. If one of them gets a bite in, the tattooed curse spreads. And when the bitten fall, they rise with the same crude marks etched across their pallid skin.
Lucifer can only do this once a day. Any more, and he risks blacking out entirely. The act drains him. The tattoo gun’s rattle echoes in his skull, and the pain he offers in sacrifice lingers long after the ink dries.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Severity 4 injuiry. You must actively and obviously use Tattooing Gun to activate this Effect.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. It has no obligation to follow your commands and is often aggressive.
The creature lasts 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. The raised creature must consume blood every day or it will die again.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.
If one of your Raised creatures inflicts an Injury on a target, that target becomes infected for the next hour. If an infected target dies, they in turn become revived by this Effect.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
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.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Esmerelda can control the emotions of others and can make people feel in various different ways
Exert your Mind and spend an Action. Select a number of Living targets equal to your Charisma within 45 feet as well as a specific emotion. This Effect cannot be used unless Esmerelda is active. Roll Charisma + Occult at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Slime oozing from Boe.
The detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Contested 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. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this damage.
The Witch gazes at a calm and trusting animal and blinks, revealing eyes that have changed to match the creature's. Her body goes limp and collapses, and the witch proceeds to walk away, now temporarily borrowing the animal's body.
A borrowing Witch is a visitor in the animal's mind and cannot overstay her welcome or force the animal into danger.
Spend an Action or Reaction. Select a Non-Alien Creature target within 20 feet. The target may Resist.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious. You may perceive through your original body's senses by maintaining Concentration. If your original body is touched, you may roll Perception + Alertness to notice. You may spend an Action to end the possession early.
Stats: Any Actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.
Gifts: You do not have access to any Gifts while you are possessing your target.
Death: If the host suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body. If the possession ends and your original body was killed or destroyed, you will die.
Eviction: You cannot force your host to take Actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
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.