Fred's blood has taken on a tar like color and consistency, because of the constant flow of necrotic energy through it. This has also affected far more than his blood and ended up changing him on a fundamental level making him far faster and better at reacting to outside threats than he should reasonably be.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
Well, clearly Bobbi had either gotten her dosage way too low, or her tranquilisers simply didn't work against boars when the animal in question was a spectral apparition of an Etruscan idol dated 500-600 BCE. Probably didn't help that it was the size of a family sedan either.
Bobbi tried very hard to ignore the quaking in her legs as the monstrous thing ran at her. This was just like that time she'd got a glancing blow with that Medi-Dart vaccine on that bull, right? It had raged and charged at her headlong just like this, but the pain of the needle and the drugs in its system had made its movements sloppy and predictable.
She just needed to follow up and then dive to one side, just like that. Only difference being she wasn't getting back up if she fucked this up.
Deep inhale. Tighten the stock a little more against your shoulder. Now-
In a lightning-fast blur her free hand had plucked another dart from the pouch at her waist, and a moment later it had embedded itself in the ghostly boar's head in such a way that it almost seemed to slow mid-charge -- its feet kicking up dust as they ground against the hard earth and granting Bobbi barely enough time to roll to the side.
Holy shit, it worked!
Its a lil weird, but Crossbows can either be tied to Firearm Mastery or Archery Mastery, since they are affected by both (+2 to Firearm rolls, and +2 to rolls with Crossbows) - and I'd rather have it tied to Firearm Mastery when it comes to this character
I don't plan on abusing this for any stupid stuff like taking both Gifts to get +4 to rolls (pretty sure that wouldn't work anyway), I'm picking flavour over actual mechanical strength. I think it'd make more sense for my character to know how to use crossbows and guns rather than crossbows and bows (and since Archery Mastery gets the Quick Fingers enhancement for free, I'm actually missing out on a Gift point to do this)
You gain the following benefits as long as engaged in combat with crossbows.
You receive +2 dice to all rolls using crossbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.
You also gain the following effects:
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.
When Harry died, his body became the site of a grotesque alchemical transformation. The foreign rituals performed on him activated the Philosopher’s Stone embedded within his chest, altering it in ways no one could predict. The red, waxy substance of the Stone, seemingly alive, reacts violently to Harry’s death, weaving itself through his body like threads of molten steel.
An hour after his death, the Stone begins to reconstruct his shattered form. Muscles knit themselves together, bones snap back into place, and veins reconnect with a sickening precision as the waxy material courses through his system. Slowly, his heart begins to pump once more, its rhythmic beat reigniting his body with unnatural vitality.
While Harry is incapacitated, his body lies in a fragile limbo, resisting further decay or failure. Yet, the Philosopher’s Stone anchors him to life with a single fatal flaw—his heart remains his sole vulnerability. If crushed or damaged during this liminal state, the alchemical magic will fail, leaving him beyond salvation.
When Harry rises, the injuries that killed him are gone, replaced by scars that bear the marks of his unnatural revival. The Philosopher’s Stone continues its silent work within him, a constant reminder that his survival is as much a curse as it is a miracle. Harry is no longer simply alive—he is alchemy incarnate, defying death itself, but tethered to a fragile and dangerous balance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
While Incapacitated, your only weakness is Crushing my heart, and if you take Damage from it, you will die. Damage from other sources will still be dealt and can cause Battle Scars, but will only kill you if your body is destroyed completely. If your weakness is not immediately obvious, attackers may roll to discover it. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
When Grognar unleashes his power with his weapon in Hand, the air thickens with the stench of blood and smoke. The world shifts into a blood-soaked battlefield, endless warriors locked in perpetual combat—forever fighting, forever dying. The cries of fallen soldiers fill the air, and the ground trembles beneath the weight of endless war. Time itself fractures, dragging everyone within into Grognar’s tortured past. Those around him are lost in the chaos, overwhelmed by the brutal memories of battle and the maddening repetition of war.
This gift warps time and space, summoning a reality where past and present collide. The area becomes a fractured reflection of an eternal battlefield, where warriors are caught in a loop of endless combat, repeating the same war over and over. Time flickers, causing both Grognar and his enemies to experience a distorted sense of the past, while the surrounding environment warps under the weight of this unending conflict. Those within this space suffer debilitating effects, their own personal traumas and memories of war surfacing in response to the overwhelming chaos.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must actively and obviously use His Axe to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
You create a hemispherical dome of an old Battlefiel originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. You are fully immune to the effects of your zone. The area inside your zone is affected in any number of 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.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
You're especially resistant to disease, and wear and tear.
You gain the following benefits at all times.
You get +8 dice to any Body resistance rolls you make. You also gain the following effects:
The detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
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.
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.
You cannot investigate the same target more than once per day.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
The priest channels their true faith into a brutal assault on the consciousness of demonic or unholy creatures. By wielding their favored holy symbol, a gilded crucifix, they can put a proper fear of god into them, leaving them cowering at any truly holy things they encounter.
Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Brawn + Alertness Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a Trauma of the GM's choice.
This trauma cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.