Fortuna's Eyes briefly flash, showing slot machine signs, then the person she looked at becomes obviously more clumsy and unlucky. The longer they stay near her, the unluckier they get.
Spend an Action. Select a Living target within 25 feet. Roll Charisma + Thievery at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by going a distance of a mile from Fortuna.
This Effect is not obvious, and the only sign you are using an Effect is Flashing Eyes. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift's Cost is capped at 2 and cannot be increased further.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
The user opens the leather journal and points at the creature as their species and location becomes written on the journal along with the current time and a ??? indicating when the possession will end, when it's finished being written the shadow of the user and the creature will merge to create a patch of darkness that slowly becomes material and begins restraining the creature with fully physical tendrils. These tendrils bind the creature to the ground as the user is pushed into a fit of vomiting out blackish slime and blood. As more of the substance leaves the body the more the user becomes lethargic until the point of unconsciousness. The substance then merges into one full blob and enters the creature's body through their mouth at which point they're fully taken over by the user.
Spend an Action to activate. Select a Creature target within 20 feet. You must actively and obviously use A leather journal to activate this Effect.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious, in its same location. You may spend a Committed Action to end the possession early.
Stats: Any actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.
Gifts: You do not have access to any Gifts while you are possessing your target.
Death: If the host becomes incapacitated or is destroyed, you are forcibly evicted back into your own body. If the possession ends and your original body was killed or destroyed in some way, you will die.
Eviction: You cannot force your host to take actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you forcefully restraining a creature with inky black tendrils, vomiting out your own slimy spirit out and inserting it into the creature.
This Gift's Cost is capped at 2 and cannot be increased further.
Zoe appears as an embodiment of a perfect innocent human form.
She always seems to look stunningly beautiful Just like how actors in films always have perfect hair even while pushing through mud.
You gain the following benefits at all times.
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).
You also gain the following effects:
Buttons honks her nose twice towards her intended target with a coy wink. In a moment, they are sent flying back with seemingly no cause in sight.
Spend an Action. Select a Living target within 45 feet. You must actively and obviously use Honking Clown Nose to activate this Effect. Roll Brawn + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this Damage.
If the target receives an Injury, they are knocked back 5 * Severity feet.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
This Gift's Cost is capped at 2 and cannot be increased further.
Though never a slouch, Adam has seemingly become better with weapons overnight. Anytime Adam does something outside of the human norm while fighting with a weapon, he glows with an almost imperceptible golden light.
You gain the following benefits as long as you are engaged in combat with melee weapons.
+2 dice to all rolls with melee weapons. You may Defend against firearm attacks from any range using melee weapons.
You also gain the following effects:
bro's diet includes vitamin D leading to better intellect
he got the food from his funds and some contacts
You gain the following benefits at all times.
Your Intellect rating is increased by 3. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.
Summon up to 3 Non-Sapient, Animate zombie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.
The Necromancer temporarily assumes the form of their own corpse, complete with maggots, spilled entrails, and exposed bone. They cannot move while transformed, but their empty eye sockets see as well as ever.
Exert your Mind and Spend an Action.
You transform into your own corpse for one minute. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings as normal. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
You may end this Effect prematurely as a Free Action.
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult 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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.
The mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects: