As Julio pulls out a piece of paper, text from Cortázar's "Cefalea" appears written, the paper turns to dust, and the victim hears the Mancuspias cry inside their head. Anyone nearby can hear screaming and screeching coming from the victim’s ears.
Julio Ramos was named after Julio Cortázar, after all, and Ramos considers him one of the greatest. This power represents the countless nights Ramos, as a boy, spent reading tale after tale of Cortázar's collections.
Spend an Action. Select a Living target within 25 feet. You must use up a piece of paper in hand in order to activate this Effect. Roll Intellect + Influence at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:
The affliction can be diagnosed with a Medicine roll, and may be cured by modern medicine through treatment at a fully equipped facility. Treatment outside of a facility may stop the affliction from worsening for a day, but will not cure the underlying Condition.
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.
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Exert your Mind and spend 1 minute. Select a Location within your line of sight , and which is directly adjacent to Car wash. You must be within arm's reach of Car wash to activate this Effect.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.
If you traverse any Parking lot of Gas station/diner/carwash for one minute, you may activate this Effect and travel to the edge of any other Parking lot of Gas station/diner/carwash that you’re aware of, regardless of range.
You may only use this Effect once per day.
Held at gunpoint by Ozz.
TL;DR: Feed Elmo cigarettes, become big flamethrower
Exert your Mind and spend an Action. Select a target within 300 feet. You must use up an entire pack of cigarettes in order to activate this Effect. Roll Dexterity + Occult 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.
You may choose to have this Effect Damage all targets in a perfectly straight line up to its maximum range.
When you die, you may activate this Effect targeting the person that killed you at any range and without any penalty. Its roll is at -1 Difficulty.
If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.
You may only use this Effect once per day.
He raises his gun shooting two shots, each stabbing the hand of the victim painlessly. Then, rockets activate. The person is stuck in a loop of spinning,
Spend an Action to activate. Select a target within 20 feet. Roll Intellect + Technology at Difficulty 6. The target] may contest by Defending or Dodging.
If you succeed, your target will be restricted at their location by a physical, tangible binding. They can still move their arms and use Effects, but cannot move to a new location.
The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of damage equal to twice the contested Outcome from the Effect activation. Damage from multiple attacks is cumulative and stacks linearly.
This Gift's level is capped at 2 Gifts and cannot be increased further.
The man being a wizard is conjure blasts of use of science thanks to magic, the user doing so takes electrons and protons from up above him and down below him to channel it through the staff to cause his own lighting strike at any individual. Bending such things to be near him at all times so that he may do so to cause his lighting strike.
Spend an Action to activate. Select a target within 45 feet. You must actively and obviously use Wizard's Staff to activate this Effect. Roll Intellect + Occult 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 3. Armor is fully effective against this damage.
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's level is capped at 2 Gifts and cannot be increased further.
The "Creator" is surrounded by an immense amount of Celestial energy, Almost overflowing, Then this energy is poured into the object, life is grant, A new being is born, To carry out the Creators will.
https://tenor.com/view/made-in-heaven-jojo-stand-gif-19197510
The user shares his gift of life with the object, Giving birth to a new being. The new being is eternally loyal to the Creator, Following his will to its last breath.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a rolling luggage bag (50 liters). This Effect cannot be used unless I am with another contractor. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Inanimate object starts attacking everyone. You must actively and obviously use Food 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 only maintain one animated object at a time.
Animated Objects have the following restrictions and capabilities:
The doctor heals severe injuries in minutes using only standard medical supplies. Lacerations seal under the needle and thread, and reset bones can be used shortly after.
However, for the treatment to last, the patient must adhere to any aftercare regimen the doctor requires. Those who violate the doctor's orders suffer their injuries anew.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use basic medical supplies to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
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.
EzFake is an app that appears on any cell phone the influencer holds as long as they are holding it. The influencer need only make a selection and focus their will to project a lifelike forgery into the world in front of them. It may be an object, a creature, or even a specific person, and they can speak and make sounds as well.
The Influencer gets ready to film, and focuses fully on getting a good shot. After all, no video doctoring software can compete with a real life forgery which can be filmed from any number of directions by anyone's camera and appear legitimate.
Exert your Mind and spend two Actions performing the following ritual: open up the app on your cell phone, make your selection, and prepare to film. Select a target within arm's reach. You must actively and obviously use cell phone camera to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. 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 as long as you maintain Concentration or you choose to end it. It can be perceived by people through their smell, hearing, and sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
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 can choose to perceive it or not at will.
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.
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind (unless you win a coin flip) and Spend an Action. Select a Living target within 45 feet. Roll Intellect + Occult at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.
The Witch gazes at a calm and trusting animal and blinks, revealing eyes that have changed to match the creature's. Her body goes limp and collapses, and the witch proceeds to walk away, now temporarily borrowing the animal's body.
A borrowing Witch is a visitor in the animal's mind and cannot overstay her welcome or force the animal into danger.
Spend an Action or Reaction. Select a Non-Alien Creature target within 20 feet. The target may Resist.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious. You may perceive through your original body's senses by maintaining Concentration. If your original body is touched, you may roll Perception + Alertness to notice. You may spend an 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 suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body. If the possession ends and your original body was killed or destroyed, 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.
Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. 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 Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.