After winning several poker hands against a Slot Machine Manitou, she walked away with its eye. In its resting state, the pupil of the eye is a stylized red number 7.when activated, the pupil starts spinning, displaying various slot icons. It eventually stops, revealing the result of the spin. These jackpots grant her a fleeting glimpse into the future, and allow her to pierce the veil between the material and spiritual realms.
You gain the following benefits as long as you have your Spinning slot machine right eye.
Your Perception rating is increased by 1. 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: Im Fated to win (D.O.G):.
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:
Mina holds her ancient Atlantian Grimoire in a single hand reading from it. With a single spoken word from an ancient, forgotten dialect. and a magical bolt of lightning flies across the room, striking it's target.
Spend an Action. Select a Living target within 50 feet. You must actively and obviously use An Ancient Atlantian Grimoire held in one hand and used as a spell book to activate this Effect. Roll Intellect + Occult 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. The target's Armor is completely ignored.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Surgical Awakening is a gruesome spectacle that blurs the lines between science and bio-horror. In a quiet lab, Oleg meticulously performs the painful open procedure, using chemicals, surgical tools, and a touch of source magic to awaken dormant potential within the target's nervous systems. The subject’s body thrashes and protests as the flesh is reformed, reshaped, and augmented—an eerie blend of organic tissue and the unnatural. The results are profound, granting the subject new abilities like unnatural strength, hidden compartments within their body, or adaptations to extreme environments. The process is raw and visceral, with the flesh itself rebelling against its forced transformation, leaving an no marks upon the skin, but psychological scars that can take a while to fade.
Exert your Mind and spend 30 minutes. Select a Living or Animate target within arm's reach. 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 must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a delicate open surgery where the flesh and nerves visible deform and struggle against the procedure.
Eva has supernatural loa loa worms homed in her eyes. The worms allow her to perceive things much smaller than would normally be possible with human sight. They may sometimes be seen squiggling just under the surface of her eye when she uses this ability.
A small collection of parasitoid wasps inhabit the base of Eva’s nasal cavity. She can call upon them to distinguish scents from the environment.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Steve brandishes his pocket bible and his cross, summoning up his faith and repelling foes with a blast of light and a whiff of saltwater.
Exert your Mind and spend an Action to activate. You must actively and obviously use your holy items to activate this Effect. Roll Intellect + Brawl at Difficulty 6.
Create a repulsion field which extends out 15 feet from you in every direction, and lasts for the next 3 Rounds. Any Animate targets within the field cannot move any closer towards you. If they were within 15 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
The wizard takes a long drag of his joint and blows a circle made of smoke towards the guard, after swatting it away the guard see's the wizard offer him the joint... why not? He thinks, taking a puff himself.
Spend an Action. Select a number of Living targets equal to your Charisma within 45 feet as well as a specific emotion. You must actively and obviously use a joint to activate this Effect. Roll Charisma + Medicine at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, affected targets 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.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
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: weed addiction.
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 detective pulls out their magnifying glass and investigates the area, learning details about any nearby structures and picking up details on what sorts of beings have passed through and when.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
The detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
Doc puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible. You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. Doc seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. 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 must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + 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.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.