...Oswald, with all of his might and intelligence, opens a door
Spend an Action. Select a door, lock, or locked target within 20 feet that is no more complex than a personal safe door or a keycard reader. Cannot be used on Alien technology. This Effect cannot be used unless Normal Oswald is active.
You may lock, unlock, and/or open your target.
Flourishing the tools of his trade, Wesley turns a harmless performance into a deadly affair.
You gain the following benefits as long as you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
You also gain the following effects:
To hide his fae-blood appearance, he has learned to warp his form into a human. He looks relatively similar, only removing the moth wings, fur and otherwise sparkly and magical aspects.
Exert your Mind and spend 2 Actions.
Your appearance changes to Nico Agosti (human). The disguise lasts for two hours, or you may end it early at will.
You are only able to shift into the one predefined appearance. This new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You cannot alter your clothes. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
Using his grimoire, Luminous can pull up a full proper minimap, showing the location of allies, enemy and the likes, and any possible places with a sub quest, special items, and what not!
Spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use A Grimoire/book to activate this Effect. At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn the following information about the area:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same area more than once per day.
Blood flows to the site of the injury and envelops it. It begins to harden and slowly turn into flesh, bone, and muscle
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine 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.
His body is huge and ripples with muscle, the blue skin make the creature look eerie, cold, and off putting. his lower jaw is misaligned so its always just slightly ajar showing of the hugely over grown lower K9's poking out. This thing was built to eat humans and it looks hunger.
You gain the following benefits at all times.
You are permanently and visibly transformed: Fae Blooded Ogre. You are considered to be a Sapient, Living being when targeted. Your Dexterity 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 appendages have 30 feet of reach.
You can squeeze through any cracks and passageways a cat would be able to.
Possession of this Power grants the following Battle Scar: Blue skin.
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 Silver is increased by 2.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
Finally, the girls are fusing the way theyโve wanted to since they began Contracting, three and a half years ago. It took Graceโs left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spiritโs ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spiritโs: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie 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.
You may only use this Effect once per day.
The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend a Quick Action.
You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 2 and your Dexterity is increased by 2. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
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.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.