As the large man in front of Nathan explains the wonderful quality of his wares, Nathan obviously maintains eye contact. His face curls into a smile as his reflection communicates the man's true thoughts and repulsiveness to him which they managed to pull out of the reflection. (PLACEHOLDER)
This Effect activates whenever a Sapient within range who you stare into the eye of lies. It does not require an Action or Exertion. Select a Sapient target within 20 feet. At the end of your investigation, roll Intellect + Occult at Difficulty 6. The target resists by rolling Mind at Difficulty 7.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Anneliese takes a photo of the person as strangely and suddenly, a tattoo of the exact same photo appears on their person, allowing her to keep a trail on the person she has 'marked'... Or something like that.
Spend an Action. Select a Animate target within 20 feet. You must actively and obviously use Polaroid Camera to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
Your target is marked with polaroid photo tattoo on their person. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 3 marks active.
Marked targets leave a trail wherever they go that is visible only to you and those you teach to see it. This trail shows how long ago the target was there and is followable even when they are in a vehicle.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
Xander's dive into the Sanctuary well had an adverse effect on him in addition to his gift from the harbinger. His body began to change, beginning the first iteration of his metamorphosis into a Draugr- a rather amusing shift given his proclivity toward the dead.
His heart hath not beat,
a rather triumphant feat.
But it pales compared to the cold,
which effects him like a mild mold.
But he should beware of his bane,
for silver will make him wane,
You gain the following benefits at all times.
You are permanently and visibly transformed: pale body and darkened veins, not unlike a dead body or an albino individual. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
Your Injuries no longer degrade with time.
The Severity of any Injury caused by silver is increased by 2.
Kyle doesn’t work with spells or surgeries.
He works with instinct, touch, and time —
rewriting flesh the same way a river carves stone.
When he chooses a target,
he draws close, crouching low,
his fursuit flexing and bristling in sympathy with the task ahead.
Clawed fingertips trail lightly over the target’s skin or fur — not cutting, not scarring —
feeling the hidden currents inside them.
Over the course of eight long hours,
Kyle coaxes new traits to the surface —
teaching the body to grow differently, to adapt, to awaken things buried in its own potential.
There is no anesthetic.
No clean break between who they were and who they become.
Every change leaves a mark on their soul —
a whisper in their blood that they are no longer entirely themselves.
When the process finishes,
the target rises not with stitches, but with new instincts stitched into their flesh.
Sharper claws.
A hidden pouch.
Armor-hard skin.
The ability to move faster, breathe underwater, or carry hidden tools within their bones.
It isn’t magic.
It isn’t technology.
It’s natural evolution —
sped up, focused, and delivered by Kyle’s own hands.
Exert your Mind and spend 30 minutes. Select a Living target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
You gain the following benefits at all times.
You gain 2 additional limbs that function as standard human arms and hands.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a knife.
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.
Your Extra Appendage is incapable of fine object manipulation.
When used passively, no real change can be seen in the individual. For the cases where it is used in an active way however, the user has to quite literally slap his chest as a glowing light is emitted, which soon distributes through all his body's muscles, which will glow purple for a few moments.
You gain the following benefits as long as you have your casting wand (low quality).
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect 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:
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.
You cannot investigate the same target more than once per day.
The mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects:
The detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword 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.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store units of water in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.