The gift act similarly to Saccharose and liquefy the body part targeted into the suspicious red liquid Scott can turn into.
Exert your Mind and Spend an Action. Select a Living target within 20 feet. You must use up sugar cube or rectangle in order to activate this Effect. Roll Dexterity + Melee at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
Your alteration "heals" over the course of the next month, after which it is fully cured.
The Martial Artist has developed a sixth sense, the Divine Sense, that allows them to see without seeing. Even blind, they feel the world around them, and can act upon that knowledge.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
John had found himself in possession of the enigmatic Scar of Eanna, its origin shrouded in the deepest obscurity. A profound and unbreakable bond ensued as he connected with this artifact, to the point where he became inseparably fused with it. This remarkable connection, over time, seamlessly integrated the Scar into his very chest, resulting in an extraordinary transformation. What once appeared to be a peculiar metallic imprint bore an uncanny resemblance to an intricate and otherworldly tattoo. To a casual observer, John might have struck an impression as a devoted adherent to some mystical faith. However, upon closer scrutiny, the observer would experience a profound and unsettling sensation, akin to encountering an enigma that defied conventional explanation.
The necklace/scar exerts a profound influence on John's mind. Whenever he can't unequivocally confirm its presence, a potent cocktail of panic and fear engulfs him. This goes beyond the mere sensation of its weight against his chest. If he can't currently see its luminous metallic luster, feel the warmth radiating through his hand, observe the subtle yet undeniable impact it has on those nearby, or hear the faint sizzle of its utilization, he finds himself ensnared in a paralyzing web of uncertainty. It's akin to a Schrödinger's Cat scenario, teetering on the brink of existential dread, desperately gasping for confirmation through every available sense. Without this validation, he experiences an inner decay, his very being slowly withering.
You gain the following benefits as long as you have your Eanna's Cross. The Eanna's Cross is burned into his chest. It is a metal chunk (originally a necklace) that he welded and attached to his chest.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power 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:
When Waldemar activates this gift, the air grows hazy with the golden glow of cheap lager, and the clink of glasses takes on a slow, hypnotic rhythm. His rambling stories become impossibly absorbing—listeners find themselves nodding along.
Exert your Mind and spend an Action. Select a Living target within arm's reach. You must use up Mocny Full in order to activate this Effect. Roll Charisma + Influence at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Contested Outcome x 3 hours.
Sleeping targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking Damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
When this is activated, his right arm transforms into an ax weeds, grow from his arm and bark as well and fortifies his arm into eight ax with a metal head becoming less than human, but giving him stronger effects
You gain the following benefits at all times.
You are permanently and visibly transformed: transforms his right arm into a reinforced axe. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1.
Your body provides you with the functionality of axe. If used to attack, these "tools" use the same stats as a small knife.
Possession of this Power grants the following Trauma at all times: if someone hurts, one of their fellow contractors, he must succeeded a self-control role to not act on the urge to kill the person that hurt the fellow contractor.
"I don't take kindly to how you're actin' mister. If you wanna go down this road, we can," Blake brushes back his trench coat enough to show he's packing, and means business, "But lets keep this civil. Do you really want to know what's faster? My bullets, or your fists?"
-Blake Sacks.
My old reflexes are returning again, it's good to be back.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
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.
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.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target 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.
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.
The creature's claws rip through the poor, defenseless doctor's coat, opening deep gashes in their gut. It bares its fangs to lunge for the killing blow, but the doctor looks up at the attacker. Their eyes filed not with utter terror at their imminent demise, only a look of disappointment and pity. Touched, the monster hesitates. . .
This Effect activates whenever you receive a Severity 2 or higher Injury from an attack. It does not require an Action or Exertion. Select a Living target within 45 feet. Your target should be intuitively based on the triggering event. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by remorse for hurting such a pure soul. 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.