"He proceeds to calmly take a large fishing net from his bag as he examines the target up and down.
Then when the time was perfect he trew it right on his opponent's face who fall to its knees soon after,struggling desperately to get it off their body"
Exert your Mind and spend an Action. Select a target within 20 feet. You must actively and obviously use fishing net/webbed net to activate this Effect. Roll Dexterity + Athletics 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 original Contested Outcome. Damage from multiple attacks is cumulative and stacks linearly.
Exert your Mind and spend an Action. Select a target within arm's reach.
Your target is marked with ________. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 3 marks active.
As Trinity paces around the area, looking around, their eyes seem to shift colors to anyone looking at them, going from their natural color to a dark red. They also seem to jump around at odd places and intervals, as if not really looking at the place itself.
The gift involves Trinity finding traces of the dead's spirits, and being able to tell from the state of those traces how long ago the beings died - and what kind of being they were.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Perception + Alertness at Difficulty 6.
You learn the following information about the area:
This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.
You cannot investigate the same area more than once per day.
Big B takes a USD and hands it to the target while speaking in Hebrew "whoever loves money never has enough", the bill morphs only for a moment in the eye of the target into a demonic looking Benjamin with 4 eyes. the bill attempts to drown the target with there base greedy urge.
Take a Severity-1 Injury and spend an Action. Select a Living or Sapient target within arm's reach. This Effect cannot be used unless Madding: Phobia of fire. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll Intellect + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for a number of days equal to the Contested Outcome. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.
Your original body will be left behind, unconscious, in its same location. You may perceive through your original body's senses by Concentrating. If your original body is touched, you may roll Perception + Alertness to notice. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma and Intellect. You may use either your own or the host’s Ability ratings, whichever is higher. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are not intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you are evicted to your original body. If the possession ends and your original body was killed or destroyed, you die.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body. If they fail, you remain in control.
This Effect is not obvious, and the only sign you are using an Effect is Smell of wet money. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
Possession of this Power grants the following Trauma at all times: Penny pincher: Roll self control when using any form of paper currency for trade or you cant.
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 nail, such a symbol of devotion but burning with suppressed demonic power, pulls apart the skin and reshapes it fully healed.
Spend 1 minute and use up this accursed nail (unless you succeed on 1d10, Difficulty 7). Select a Living target within arm's reach. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Your target must make a Trauma roll when you activate this Effect. Roll 7 dice at Difficulty 6, dice penalties do not apply.
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.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The priest's miracles expand into the treatment and curing of poisons and diseases. To do so, they require a ceremonial dedication (or often re-dedication) to the service of their god, during which the priest and the patient pray together and perform ritualistic bloodletting. These wounds burn with holy, golden fire, attacking the sinful malady and expelling it from the body.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water 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.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. Your target should be intuitively based on the triggering event. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics 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 use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The doctor is a master at surgical transplantation. As long as they have a donor part, they can replace any permanent, lingering battle scars on their patient. Of course, the transplanted part doesn't always match, and the patient must be careful to follow the doctor's aftercare orders, or the replacement will be rejected.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up a donor body part matching the injured area in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
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.
Healing a Battle Scar in this way leaves behind a mismatched replacement on the target which cannot be healed.