My years of training in gun let me have the best aim
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
Somm gathers the descendant daughter into the room, seating her across from him at the table. Somm then plays off a riff from a traditional taoist instrument, and as the sound streams through the air the wispy spirit of the girl's ancestor is summoned into the room: called from the grave.
Somm utilizes a Taoist technique in which one's ancestor can be contacted through the usage of their descendant as a conduit / tie to the modern world of the living: however this requires that one is able to play a summoning / heralding "Call" for them, which is satisfied by the focus of this power. The actual technique which this is, is referred to as Mun Mai.
Exert your Mind and spend an Action to activate. Select a Sapient being, human, or Dead target within arm's reach. In order to target the Dead, you must have the presence of one of their loved ones. This Effect cannot be used unless the target is dead, or similarly a phantasmal entity or occult being that can be described as dead or "spiritual". You must actively and obviously use Chinese Instruments to activate this Effect.
The target can communicate in your language for the next hour.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
You may only use this Effect once per target per day.
Ijiraq of the north, afflicted by terrible strength.
Your nails. Cracked and blackened, dulled against the ice. The ground shakes.
Your knuckles. Mottled and misshapen THEY ARE MADE SOLID
Lesions that give way to lesions, thin eyelids concealing red sclera and twitching -
You are strong.
O Great Spirit of the South, whose warm breath of compassion melts the ice that gathers round our hearts.
Teach us that he who is truly strong is also kind.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
Possession of this Power grants the following Battle Scar: Leprosy.
You also gain the following effects:
You are afflicted with vampirism, a disease that turns the afflicted into bloodsucking unholy creatures.
You gain the following benefits at all times.
You are permanently and visibly transformed: pale skin, long fangs, orange eyes. You are considered to be a Sapient, Non-Living being when targeted..
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
The Severity of any Injury caused by Silvered Weapons is increased by 2.
If properly examined, the outmost layer of the animal can be seen gleaming silver.
During the transformation elemental metal get's incorporated and acts as an invisible armor.
You gain the following benefits as long as you're transformed.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
You may not see me, I see you.
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:
The hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.
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. 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.
Healing a Battle Scar in this way leaves behind a mismatched replacement on the target which cannot be healed.
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
All alterations you make must damage the target's knees.
This Gift's Cost is capped at 2 and cannot be increased further.
The beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
The detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.