Aira bears a silicon-like skin that envelopes her form, with metallic bones and muscles underneath her skin
You gain the following benefits at all times.
You are permanently and visibly transformed: Silicon-like skin. You are considered to be a Sapient, Non-Living Computer when targeted. Your Dexterity is increased by 1.
Your Injuries no longer degrade with time.
You may make a +2 Weapon Damage Mental assault (Assault rifle (Dex+Firearms)) attack without additional equipment.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by magic is increased by 2.
Your injuries burn shortly after taking them, scabbing quickly and stabilizing. Over the course of a day, battle scars heal back.
Liv found a particularly tough and resilient demon, summoned it bound it, and ate its heart in a ritual designed to transfer its ability to recover to her.
You gain the following benefits at all times.
Any Injury you receive from a source other than 'a weapon blessed by a priest, monk, rabbi of any religion heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Injuries you receive from 'a weapon blessed by a priest, monk, rabbi of any religion are increased in Severity by 1.
Preston pulls his hat over his eyes and chants “hat of the magus reveal the magic to me!” He lifts the hat, revealing a glowing third eye sigil on his forehead.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: pull your hat over your eyes and wiggle your fingers in front of your face chanting “hat of the magus reveal the magic to me!”. You must actively and obviously use cone-shaped hat with stars and moons to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You automatically detect all magical beings 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.
Dominic's tinfoil-lined hat has saved him from a number of mental assaults already, or so he believes, and as time has gone on, the comfort and mental security provided by that idea has become real thanks to the delusions of the conspiracy theorist, and now many will find his mind quite difficult to penetrate.
You gain the following benefits at all times. You must actively and obviously be using Tinfoil lined headwear to gain the benefits of this Effect.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
Charlotte takes a deep couple of deep inhales from the nose, almost as if she was smelling something off. At the same time her other senses flair, her eyes widen, her ears twitch, all things that make her completely take in the target, to follow their trail, or to observe them medically by taking in the minute sounds of their heartbeat, the scents of tumors or chemical imbalances, or just to observe signs of potentially infection.
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 something that has been worn or used by the target to the point of having the scent of the target. At the end of your investigation, roll Perception + Animals 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.
Requires conversation and focus, but momma Ettu can add weight to her words.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
You must maintain Concentration while your command is being carried out. If you break Concentration, any active suggestions you have issued will end.
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 Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects:
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.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance 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. Armor is fully effective against this damage.