The crowd roars for The King of the Ring. He grapples his opponent, keeps him in a deathly grip, jumps 30ft in the air and pile drives him into the ground.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for grappling and choking.
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:
When the user activates this power the shadow of the item they are holding gets absorbed into their own as the item seemingly vanishes into darkness. When grabbing an object from the stash the shadow of the item exits their own and materializes in the user's hand. If the user doesn't replace an item they took their shadow starts deforming as it can't keep it's consistency due to the lack of matter.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
Whenever you withdraw an Object from your Stash, you must immediately Stash another object to replace it. You may only stash objects you are attuned to. Attuning an object requires one minute of physical contact.
All of your experiments have gained you... an out-of-body insight, some would say. Your understanding of the world around you has never been so clear, but there's always a sinking feeling that there's something lurking around that corner. Surely it's nothing - you wouldn't notice it anyway.
On alchemy:
Delphyrion's always been interested in transformations beyond the tenets of chemistry. They like to think their relentless research has proven to be fruitful, though there's still much work to be done. Their path has been full of twists and turns and forks but the destination will surely be grand.
On never forget:
Lately, memories of the past have been popping up, one after another...
Fuck.
You gain the following benefits at all times.
Your Intellect rating is increased by 0. 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).
You also gain the following effects:
Ena is confirmed a far better markswoman than Luci is, no question about it, aided by a vast array of knowledge and wisdom within the Well that Luci does not have access to.
So, begrudgingly, when the time comes to get loud, Umbra is almost always the better pick for the job.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
Possession of this Power grants the following Trauma at all times: Luci hallucinates the shadows of her regret, shame, and disappointment related to her own actions, Umbra's actions, and those both of them have killed. She will need to roll self control to not wash that from her own hands whenever the opportunity presents itself.
You also gain the following effects:
A shiver wracks Grace and Obedience’s body and a faint blue glow illuminates the overlapped eye tattoo on their left temple. They have a moment of vertigo as their consciousness is pulled back and forth from beyond the “veil” to see who else is there.
The girls’ power continues to grow with their search for the mess they made by opening Pandora’s Box. They’ve already gotten ahold of the feeling they get when they know they’re headed towards a spirit of interest; they’ll be able to conjure up that feeling again from now on.
Exert your Mind and spend an Action.
You automatically detect all Spirits within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
If no Spirits targets are within 300 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
Even if there are no Spirits within 300 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
Any Spirits detected while this Effect is active are “marked”. You will continue to detect them until the Effect ends, no matter how far away they move. You will also continue to detect them after the Effect ends, so long as they remain within 300 feet of you.
The mists begin to raise out of the ground, curling around Elizabeth's legs before spreading out, settling in the area. The fogs intensify, and in a blink, you can only see ahead of your nose.
Elizabeth, one of the mistwalkers, is favoured by them. They never fully block her vision, although it is harder to see.
Exert your Mind (unless you win a coin flip) and spend an Action. You must actively and obviously use a small vial containing the mists of the mist house to activate this Effect.
You create a hemispherical dome of mist and fog originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in the following ways:
Your zone blends with the environment, seeming to arise naturally from local effects. Observers who roll Perception + Alertness and achieve an Outcome 4 or higher notice that it is unnatural.
You may end this Effect prematurely as a Free Action.
Possession of this Power grants the following Trauma at all times: Flinch: Make a trauma roll whenever you're touched without your permission.
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 Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
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.
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.
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.