After an incident involving an alchemist performing experiments on zem, Kitty sees much of the space around zem all the time. An unstable anchor.
You gain the following benefits at all times.
Your Perception rating is increased by 3. 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).
Possession of this Power grants the following Trauma at all times: Phobia of Needles.
You also gain the following effects:
Oswald strikes a lighter and lights a cigarette, the smoke curling unnaturally in the air. He holds the cigarette out, and it floats midair as if offered to an invisible presence. A glowing golden tether extends from his hand, coalescing into a towering minotaur in a 1920s detective coat. The air hums with energy as the spirit begins to search—sniffing the ground, scanning with glowing eyes, and tracing glowing trails through the air. Smoke lingers and curls around places of interest, and golden light highlights the passage of the unseen. The entire scene is clearly unnatural and unmistakably tied to Oswald’s presence.
The spirit he calls—Detective Taurus—is no ghost, but a psychic impression of all who’ve ever hunted answers with bloodhound hearts and weary soles. A thoughtform born of noir, grief, and the relentless need to know. When summoned, he doesn’t speak; he reveals. Through the curling smoke, through glimmers in the dirt, through golden traces only the gifted can see.
It’s not magic. It’s memory.
And memory, when called, always leaves footprints.
Spend a minute. Investigate an area with a radius of up to 500 feet You must actively and obviously use Something reflective (like a mirror,) to activate this Effect. At the end of your investigation, roll Brawn + Investigation at Difficulty 6.
You learn the following information about the area:
This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Possession of this Power grants the following Trauma at all times: Bovine Schizophrenia: Cows (farm animals in general but mostly cows) ARE SPEAKING TO ME??!!?? THE DEMANDS THEY DEMAND ARE DEMANDING.
You cannot investigate the same area more than once per day.
When living the life of a drifter, there’s no room for belly aching. In times of darkness, Donald looks within to shrug off the pain and punch on.
Ever since the day he survived the accident, perhaps by the being he say, or awakening a buried will power. He’s had a high tolerance for the pain of life.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
You gain the following benefits as long as you are transformed and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +4 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
Sessão clássica de terapia, onde o médico ouve o paciente e realiza o tratamento mais indicado.
Exert your Mind to activate. Select a Living target within arm's reach. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Medicine at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Mr. Kind shrouds his hands in shadowy tendrils, causing his flesh to dissolve and flow. These tendrils seek nearby objects like static-charged fibers, casting themselves across any surface. They find purchase in the shadows, acting as anchors that allow him to scale even the sheerest walls.
While moving in the mundane world the shadows act as a glamor narrowing the world with subtle influence, passing through any space, crowds of people or congested areas, anyplace the shadow may slip through Kind makes his way. The shroud is imperceptible in those spaces, moving with the dark flowing easily and deftly, shadows are the natural environment of all those under Bathin and his court holds power in any dark space.
Bathin, also known as Bathym, Mathim, or Marthim, is a Duke of Hell, holding the title of Great Duke according to Pseudomonarchia Daemonum. He commands thirty legions of demons and possesses extensive knowledge of the virtues of precious stones and herbs. Bathin has the ability to transport individuals suddenly from one country to another and aids in astral projection, taking individuals wherever they desire to go. He is often depicted as a strong man with the tail of a serpent, riding atop a pale horse.
You gain the following benefits at all times. You must actively and obviously be using Seal of Duke Bathin 18th spirit to gain the benefits of this Effect.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in Shadows and darkness.
The Vampire is able to turn one of their victims into a lesser vampire, a pale shadow of a full creature of the night but useful nonetheless. Having drained and killed their target, the Vampire performs a brief ritualistic bloodletting, wherein they spill their own blood into the target's mouth, forcing them to drink, and bonding them together as child and sire.
Shortly afterwards, the fledgling vampire will rise from death, hungry for blood and eager to serve.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.
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 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 flesh 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.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
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.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying: