I
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. Roll Charisma + Performance at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
Being able to see through the vail allows seeing through the physical world as well.
Exert your Mind (unless while intangible) and spend an Action.
You may perceive things through sight within 15 feet of you with perfect clarity as though there were no walls or obstacles blocking your view for the next 30 minutes. You must maintain Concentration to keep up the effect.
You may perceive through up to 15 feet of material. The Difficulty of all Perception rolls made through a wall are increased by 1 per wall.
Minerva lets out a breath and closes her eyes for a moment. She slips into the Dreamlands for just a moment, and when she comes back, she leaves just a little bit of herself there. Opening her eyes, her irises have become rainbow coloured, and she can see in both, although she's just a little paler, like some of the colour has left her.
In a pinch, she can illusion her irises back to normal, but she prefers to leave them like that.
Exert your Mind and spend one minute. You must actively and obviously use silver fox pendant to activate this Effect.
You may perceive things through sight within 500 feet of you with perfect clarity as though there were no walls or obstacles blocking your view for the next 30 minutes.
You may perceive through up to 15 feet of material. The Difficulty of all Perception rolls made through a wall are increased by 1 per wall.
Looking extremely Skeletal and malnourished.
Necrotizing fasciitis is a flesh eating bacteria that decays the flesh and causes rigor mortis. The flesh falls off, darkening, and dying. David infected with Necrotizing fasciitis is also cursed with living through the pain and seeing his body decay internally.
You gain the following benefits at all times.
You are permanently and visibly transformed: Anorexia with certain body part decaying. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1 and your Perception is increased by 1.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.
Your Injuries no longer degrade with time.
Possession of this Power grants the following Battle Scar: Severe anorexia.
Whenever you enter Combat, roll Mind, Difficulty 7. If you fail, you cannot choose which targets to attack.
The Severity of any Injury caused by Holy is increased by 2.
"They once challenged him whether he could remove the wings of a fly with just a throwing knife.
He took a deep breath,focused,and in less than a second he cut their wings using a mere butter knife.
Then he snapped his fingers and it came back on his hand."
You gain the following benefits as long as you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
Possession of this Power grants the following Battle Scar: shoulder subluxation.
You also gain the following effects:
Edward craves the ability to communicate and understand others. The Freedom that comes with expressing your opinions and listening to the ideas to others is something that does not come naturally to him. He is Amending that flaw, making him more Free to express himself.
You gain the following benefits as long as you are not restrained, grappled, imprisoned, or trapped.
You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language.
Possession of this Power grants the following Battle Scar: Mouth filled with a full set of human teeth.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome + 2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Doc puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible. You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. Doc seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 1 minute. 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. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Medicine at Difficulty 6.
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.
The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend a Quick Action.
You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 1 and your Dexterity is increased by 1. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -2).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
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.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.
The beastmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and glow red like a dog's. While in this heightened state, they may sense heat signatures and triangulate the tiniest sound.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.