The constant channeling of ice spirits has permanently changed Angus' body. His body feels constantly sub-zero and he has become numb to physical trauma. Angus' veins have become partially frozen as a result, although no ill effects come from this. His brain is chilled slowing his perception of time slightly and granting him clarity at all times. Although, due to part of his body being infused with living ice he has gained an intense fear of fire as the ice is acting as a second consciousness.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Possession of this Power grants the following Trauma at all times: Pyrophobia.
When Selma uses this Gift, the air around her drops a few degrees, a subtle shiver brushing against anyone nearby. She leans close, her voice barely more than a breath, whispering into the target’s ear. As she speaks, a faint, ghostly glow — like moonlight caught in mist — gathers at the wound, shrinking it until it vanishes entirely, leaving nothing but untouched skin behind.
Selma's healing is not loud, not explosive, but intimate — a communion between the dying and the dead-yet-walking. She does not command flesh to mend; she convinces it, softly, to forget its pain. Her words are stitched with a magic older than hope, with a certainty that death is neither enemy nor end, but a passage. "Whisper of Life" is not a shout against mortality — it is a secret, a hush passed between bodies that are trying to survive just a little longer.
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. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
This Effect is not obvious, and the only sign you are using an Effect is The air around her chills slightly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The user of this gift produces more sweat and body oils than your average person, and this happens to work perfectly in their favor. Since there is so much sweat it acts as a constant barrier between the user and any flame, and due to their infernal and oily heritage, their blood is also very deadly when consumed. However because of the user's infernal heritage they are also incredibly weak to holy and blessed objects such as bullets dipped in holy water for example.
You gain the following benefits at all times.
You are permanently and visibly transformed: Sweats more than average, has oilier skin which gives off a strange shine. You are considered to be a Sapient, Living being when targeted..
You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)
Any creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
The Severity of any Injury caused by Holy/Blessed is increased by 2.
An illusion is cast somewhere nearby but where exactly no one knows. Is it actually happening or is it in your head?
Exert your Mind and spend an Action to activate. Select a target within 45 feet. This Effect cannot be used unless Can only work if no one knows its happening. Choose an illusion to generate, which can be no larger than a person.
The chosen illusion is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their hearing, smell, and sight. The illusion cannot be used as an attack. You cannot make an exact replica of an existing Animate being or Object.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Begin doubting if it isnt in there head either.
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
My skin becomes hardened and made of tree bark, I look like myself but encapsulated in tree bark.
You gain the following benefits at all times.
You are permanently and visibly transformed: Barky Skin and Muscle Tear. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 2.
Your appendages can reach an additional 30 feet.
You may make a +2 Weapon Damage Bark Blade (Sword) attack without additional equipment.
The Severity of any Injury caused by Fire and Heat is increased by 2.
The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
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.
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.