Bugs will pour out of any injury that is being transferred and will burrow themselves into the receiver
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If a target does not consent to the transfer, you must roll Mind at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
You may choose one each of as many things as you like from the following to transfer from your target to yourself, or from yourself to them:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see bugs and insects crawl out of hte injurys and burrow themselves into the receiver.
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
Grasp the target by the throat, sending them flying.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you The effect fails, you’ve made a mistake. The target can take an action now.. Roll Brawn + Alertness at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 3 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may Exert your Mind and spend a Reaction to contest an Action someone is taking. Roll Brawn + Alertness at Difficulty 7. Subtract your Outcome from theirs, and they use the Contested Outcome to determine if their Action succeeds.
Yado intensely stares at the target while moving aside his jacket. People looking back at him can see, that he seems to be carrying a pistol. His contact from the other side tests him by pitting a copy of Yado’s astral spirit against the target in the duel.
The better Yado performs, the more pleased is the contact from the other siding. The information gather from the contact is depending of how pleased the contact is.
Yado will be able to hear a whispering inside his mind, which is the contact, telling him what he wants to hear.
After a while of being in this line of work, you begin to view people and their problems as unimportant, in the grand scheme of things.
The life Yado lives is connected with understanding dangers, just by looking at them. You have to understand the person you are up against, just from looking at them.
Spend a minute. Select a Sapient target within 20 feet. You must actively and obviously use hand gun to activate this Effect. At the end of your investigation, roll Dexterity + Firearms at Difficulty 6.
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.
If you train with Radieu's Rapier you are able to unlock the power's of it, the powers Fiorath has unlocked make it so. Anyone who used the Rapier is able to parry bullet's and using your energy to full sprint doesn't make your attack any less effective.
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:
Zephyren stares intensely at the target, whether or not they share eye contact, as though they'd explode if he looked for long enough. They don't. Instead, they feel an overwhelming heat wash through them, sapping all their hydration before their body could filter it out. Supernatural steam rises from their body despite the fact that this wouldn't physically harm them. They eventually pass out as their body uses up all its energy.
On heat exhaustion:
Zephyren's experienced it before, but at first he didn't understand what it meant or what it was supposed to feel like. He felt foggy - nothing really made sense, he couldn't register what was being said or what he saw or even count numbers. Simple tasks were overwhelmingly difficult as everything looked far too clear and bright, yet he couldn't see at all. At times he was on the brink of passing out. He couldn't even stand upright. His brain was getting cooked from the inside out. This gift won't necessarily harm someone the way real heat exhaustion would. It's... the one form of kindness he can give.
On glares:
He feels a shiver down his back whenever someone glares at him too intensely. It never ends well, so Zephyren's body instinctively prepares him for the worst. Sometimes it even feels as if he's shutting down completely, and it scares him. Yet here he is, doing it to someone else.
On sleep:
When was the last time Zephyren's had a good night's sleep? He's inclined to use this on himself each night just so he could quell the thoughts of everything he could've done. But that would be giving him an easy way out - this is something he has to deal with on his own, without the help of magic gained from fulfilling heartless jobs.
Spend an Action. Select a Living target within 30 feet. Roll Perception + Occult at Difficulty 6. Affected targets may resist by rolling Body at Difficulty 6.
If you succeed, your target becomes drowsy for the next 30 minutes, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Contested Outcome x 3 rounds.
Sleeping targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking Damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
When an affected target wakes up, they remain drowsy for the next minute, and suffer a -3 dice penalty. If an affected target successfully resists being put to sleep, they will still become drowsy for the next minute, and will suffer the same penalty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The Corn-Infested Stevewalker appears first as a skinwalker coiled in corn stalks, with cobs bursting out of his body. His skin rots, his identity fades, yet still he rises, revived by the Necornomicon's forbidden knowledge.
After being summoned, the Stevewalker can freely shift his form into a normal human named Steve, the corn and rot vanishing, only returning when he reverts back.
The first page of the Necornomicon tells of a dark, soul-binding ritual that tethers a lost life to a still living one. A simple curse, the first trick in every necornmancer's arsenal, and yet the consequences of such a spell can be... disastrous, to say the least. The texts advise any potential users to prioritize finding lesser beings to become their soul-bound familiars, as life restored in this way is fickle and disturbing, even taxing to the caster's very being. Loved ones never return in a form that's entirely correct, and some things are better left resting in peace.
Perhaps a grief-stricken farmboy who just discovered where his heart lies was not the best person to bestow the Necornomicon unto. But whatever, close enough, welcome back Stevewalker from 7-Eleven.
Increase your sacrificial Injury's Severity by 1 and spend an Action.
Summon a single Sapient Corn-Infested Stevewalker 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 one active at a time.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see a brief blood sacrifice, followed by a long-dead skinwalker emerging from the ground, with corn stalks entwining its decaying limbs.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, 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.
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + Brawl Difficulty 6. 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.
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."
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 musician pours their heart and soul into their music, giving others some much needed perspective and solace and all around good vibes. This can be a temporary easing of the mind, but with prolonged music therapy it can even permanently cure psychic damage.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects: