Edgar bites into flesh or bone, typically devouring the heart, tongue, eyes, & brain in the first sitting. Memories flood the ghoul, causing his eyes to flicker - occasionally, these cast-off memories can be coalesced enough to re-create a fragment of the person's personality - this is an unpleasant fate, as the victim essentially becomes a powerless voice in the mind of the ravenous Ghoul for the duration. Only Edgar can hear this personality fragment, though he can converse with it if desired, effectively talking to himself.
Once consumed, the Ghoul can summon up these voices from the past any time thereafter, the memories lying otherwise dormant.
Exert your Mind and spend an Action. Select a Dead target within arm's reach. For dead targets, you must possess their flesh, having eaten a portion of them in the past.
The target can communicate in your language for the next hour.
You may only use this Effect once per target per day.
Twiggy applies every last bit of a make-up kit to make himself as beautiful as possible over the course of five minutes. The other five minutes are spent sweet talking the target of the repairs, whispering sweet nothings that cause the parts of the machine to come back together as the speech progresses. If the power fails, the machine is done with Twiggy and falls apart-- irrepairable by his words. If it succeeds, it comes back together, good as new. If the target is already functioning but simply needs fuel or energy, this power effectively functions as a "turn on."
Spend 10 minutes to activate. Select a Object within arm's reach that is of any size. Cannot be used on Alien technology. You must use up a full make-up kit in order to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Charisma + Influence at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target. If your target only requires fuel or power and is otherwise in working order, this Effect costs no Exertion, and the target is fueled/powered for the next 24 hours.
You may only use this Effect once per day.
Reality warps under the cicada.
Exert your Mind and spend an Action. Select a target within 45 feet. Choose an illusion to generate, which can be no larger than an SUV.
The chosen illusion is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their hearing, smell, and sight. The illusion cannot be used as an attack. You cannot make an exact replica of an existing Animate being or Object.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion and can choose to perceive it or not at will.
The illusion is not fixed to the initial target, and may move about at a maximum speed 30 feet per Round. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
Any illusion made to disguise an Object as a different Object with a similar size and shape last a minimum of one day and can only be broken by a scientific analysis, investigative Effects, or witnessing the object being used in an inconsistent way.
Another job, another life threatening injury. The arm was only a temporary fix. She needed a permanent fix to these scars. So she took a possessed woman’s eye, dark and brown like a bar of chocolate. Luckily it was a good eye even though it was a little beat up. She wouldn’t be using it much more, she had already passed. Maybe it could be used to do some good.
So she has an eye. So what? But it’s not just the eye. She can use any of the freshly dead to help herself heal. Repair what has been destroyed.
Exert your Mind and spend 1 minute to activate. Select a Living target within arm's reach. You must use up One pound of flesh or meat per severity of the injury. in order to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
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.
Zak's new unlockerator devices will open any and all locks. Target the lock and open the unlockerator's interface and plays a small mini game to defeat the mechanism. Once the game is complete, the lock pops open.
Expend a point of Battery and spend at least two Actions performing the following ritual: operate the unlockerator's interface to activate. Select a door, lock, or locked target within arm's reach , which is no more complex than a personal safe door or a keycard reader. Cannot be used on Alien technology. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may lock, unlock, and/or open your target.
Jacky, over the course of a minute, beats the absolute fuck out of someone and in exchange for doing that: she's able to read their thoughts off of mere reaction.
Exert your Mind (unless the target is "incapable" of resisting, or otherwise does not wish to resist.) and spend 1 minute. Select a Living, Animate target within arm's reach You must maintain Concentration while the effect is active. Roll Brawn + Brawl at Difficulty 6. The target may resist by rolling Body 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.
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics 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.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
This Gift's Cost is capped at 2 and cannot be increased further.
The Scepter of Ang-Kapal is a gruesome device fashioned to look like a skeletal arm clutching a glass eye. When used, blood from the person holding is drawn into the eye where it swirls with dark energy. The eye turns to a nearby corpse and shudders, reviving the creature. The creature does not retain any of its memories or personality, but it is absolutely loyal to whoever is holding the scepter.
The Scepter of Ang Kepal has the unfortunate side effect of driving its owner mad.
Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
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. They will follow any command you speak.
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 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.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science 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 activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within arm's reach. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.
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.