Kayleigh's voice carries a certain song that allows her to speak plainly to any animal, and understand them in turn. Her charm shimmers gently as she does so, acting as a bridge between herself and the natural world.
You gain the following benefits at all times. You must actively and obviously be using a feather charm to gain the benefits of this Effect.
You may understand and communicate to Creatures as if you are fluent in a relevant language.
After all her painstaking study and EMT experience, Lily knows the human body inside and out, from all the ways to heal somebody and all the ways to harm them. She's able to cause just the right amount of harm to get someone out of the way, but not enough to seriously put their life in danger.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, Grappling, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
Harold Polk’s Binding Covenant power transforms spoken agreements into unbreakable oaths, reinforced by the permanence of written word. For each covenant, Harold drafts a formal contract on paper, infusing it with the intent and authority that define his speech. His words, once spoken aloud over the document, create a powerful binding that tethers the target to their promise, with the contract itself acting as a physical anchor for the vow. This ritual of spoken and written word merges into a pact that cannot be broken without consequence.
The paper of the Binding Covenant becomes more than a document—it’s an extension of Harold’s will, symbolizing the weight of the promise. Should anyone attempt to violate the terms, they face repercussions that manifest psychologically, physically, or even supernaturally, as though reality itself enforces the pact. For Harold, the Binding Covenant is a sacred vow, the written form capturing his intent and ensuring that promises are kept.
You must actively and obviously use Paper to activate this Effect.
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 Sign The Contract 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.
When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.
Whenever a participant breaks the oath, you are immediately made aware and may even witness the act as if standing nearby.
Jio's canines are extended just slightly, and are visible to be seen from just a grin. However, they are not big enough to be considered monstrous.
You gain the following benefits at all times.
You are permanently and visibly transformed: Jio's canines are sharp and are extended just slightly. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1 and your Charisma is increased by 1.
Your body is adapted to Persuasion. You receive +3 dice on non-attack rolls related to Persuasion.
Your appendages have 30 feet of reach.
The Severity of any Injury caused by Silver, Fire, or Wood is increased by 2.
"Heya!" He sneakily put a sticky note on individual,"I will run a quickly welfare check stay still for a moment."
The doc stays focused not looking away,while doing random scribbles in his little note book
A moment pass by,and the patient worriedly ask "are you done ? You haven't blinked for a while now"
The doc closes his eyes,"totally fine Mr rey, but i guess we will need to call the authorities to deal with your *vampiric problem*"
The patient turns pale,and shout how did you?! But was too late as the law enforcement breached the room.
Exert your Mind and spend an Action to trap a region of any shape that contains your current location and fits entirely within 20 feet. This trap lasts one hour or until triggered or disarmed. You must use up sticky notes in order to activate this Effect. At the end of your investigation, roll Intellect + Thievery at Difficulty 6.
The trap looks like appears to be a eye marking drawed in a piece of paper. 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 Sapient target or a Creature that enters the chosen region will trigger the trap.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
Grif's tongue is marked with a hint of silver, a sign of his ever-increasing skill with deceit.
You gain the following benefits as long as you have your tongue.
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:
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
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 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 Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.