Isaac is able to communicate to those who don’t have a voice, nor life. When used his tongue morphs into a long maw belonging to another being of unknown origin, the words of this mouth draw the undead to awaken so that he may speak with them.
This knowledge of this gift instructed him to perform a ritual involving cutting open his tongue and pouring an unknown black liquid on the wounds.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. For dead targets, you must possess their a belonging.
The target can communicate in your language for the next hour.
While active, you may choose to use glib tongue. When you do, anything you say (even gibberish) will be exactly what the target wants to hear. You gain no understanding of what that might be.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see seeing his tongue turn into a long ghostly green tentacle with a mouth on the end come out of Isaac’s mouth, as both mouths speak.
As this activates, the internals of the watch disappear from within the watch case, and reappear scattered randomly throughout the target. The watch and all the parts (now inside the target) still function during this time, as if they were still in their usual place. As the target gets closer to the final Severity level, the parts slowly reappear, starting with the face and hands almost instantly, all the way down to the rotor once they reach the final Severity level.
Spend an Action. Select a target within 50 feet. You must actively and obviously use an analog watch to activate this Effect. Roll Intellect + Crafts Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2.
Any Injury inflicted is considered Unstabilized no matter its Severity. The roll required to Stabilize it is treated as though it is a minimum of Severity 6. These wounds do not heal naturally, though Effects may still be used to heal them.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
The Werecats fur and skin toughens in its transformed state, allowing it to shrug off most weaker attacks. After sufficient usage of his abilities, the Werecat has managed to retain the toughened properties of his skin even in his mundane shape, allowing him to resist bullets even without armoured clothing.
You gain the following benefits at all times.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Years of practice on cows and pigs have taught Brioche how to effectively chop all the way through the meat and bone in one swift strike.
You gain the following benefits as long as you are engaged in combat with chef's knives.
Your attacks with chef's knives deal +3 Bonus Damage. Armor is fully effective against this damage.
You also gain the following effects:
The user orders themselves and their allies to attack the weak spot of an enemy.
Spend an Action. Select a Animate target within 20 feet. You may select a target at any range if you use up knowledge of the target.
Your target is marked with Doctor's Orders. The mark can be easily removed if it is discovered.
You are aware of the marked target's direction and distance from you. This lasts for an hour, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Your Marked targets are all similarly aware of your direction and distance from them while the Mark is active.
When Birch picks up a cleaning implement, they know what to do. They may wield a mop or broom as if it were a wizard’s staff, or a duster as if it were a magic wand, channeling their Power through their chosen tool. Birch’s job is to cleanse tainted energy, and when they flourish their tool as if cleaning their target, the target feels their anger and aggression melting away, replaced by a calmness and clarity that harming others will not bring them happiness.
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. You must actively and obviously use a cleaning implement (e.g. mop, duster, etc.) to activate this Effect. Affected targets may resist by rolling Mind at Difficulty 8. If they are incapacitated or unconscious, they fail automatically.
If they fail, your target will take 1 point of Mind damage and gain Clarity: Fear of Causing Harm as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Targets that receive a new Trauma are aware that you are interacting with them but they do not view it as an attack or view the resulting Trauma as malicious. If their Trauma is treated, they will be able to see the reality of the situation.
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. 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.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.
The survivalist spends a moment setting up a makeshift booby trap. The tripwires and pressure plates are so expertly hidden, they can only be noticed by those who have fallen victim to them before.
The victim is hit with a tiny curare dart. Pain wracks their body as a potent neurotoxin spreads through their veins.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 300 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.
The trap looks like a tripwire, a pressure plate, or a hidden switch. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
The mobster presents a reasoned, logical case to the target: there's a lot of dangerous folks out there, and only they can offer safety... for a price.
If they agree, they will pay the mobster a monthly fee for protection. If they stop making their payments... well, let's just say, the mobster can't be held responsible for any unsavory types that might pay them a visit.
This Effect cannot be used unless you are making a deal to exchange money for protection.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
The beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
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.