We are amidst strange beings, in a strange land. The flow of time itself is convoluted; with heroes centuries old phasing in and out. The very fabric wavers, and relations shift and obscure. Touching the stains of death will replay the last moments of a certain player before they met their end.
Spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use Dagger to activate this Effect. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Brawn + Occult at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about the area:
This Gift's Cost is capped at 2 and cannot be increased further.
You cannot investigate the same area more than once per day.
the bartender finishes polishes, a drinking glass, then offers to pour his patron a drink, asking them what is ailing them right now, and the target lifts up the drinking glass and begins to take a drink, before setting it down and giving an honest answer.
Exert your Mind (unless you win a coin flip) and spend an Action to turn a drinking glass into a trap. This trap lasts one day or until triggered or disarmed. At the end of your investigation, roll Charisma + Influence at Difficulty 6.
The trap looks like a drinking glass. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Sapient target or a Creature within within arm's reach that uses the trap as a drinking glass will trigger it.
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 spoken and made publicly available.
You cannot investigate the same target more than once per day.
John had found himself in possession of the enigmatic Scar of Eanna, its origin shrouded in the deepest obscurity. A profound and unbreakable bond ensued as he connected with this artifact, to the point where he became inseparably fused with it. This remarkable connection, over time, seamlessly integrated the Scar into his very chest, resulting in an extraordinary transformation. What once appeared to be a peculiar metallic imprint bore an uncanny resemblance to an intricate and otherworldly tattoo. To a casual observer, John might have struck an impression as a devoted adherent to some mystical faith. However, upon closer scrutiny, the observer would experience a profound and unsettling sensation, akin to encountering an enigma that defied conventional explanation.
The necklace/scar exerts a profound influence on John's mind. Whenever he can't unequivocally confirm its presence, a potent cocktail of panic and fear engulfs him. This goes beyond the mere sensation of its weight against his chest. If he can't currently see its luminous metallic luster, feel the warmth radiating through his hand, observe the subtle yet undeniable impact it has on those nearby, or hear the faint sizzle of its utilization, he finds himself ensnared in a paralyzing web of uncertainty. It's akin to a Schrödinger's Cat scenario, teetering on the brink of existential dread, desperately gasping for confirmation through every available sense. Without this validation, he experiences an inner decay, his very being slowly withering.
You gain the following benefits as long as you have your Eanna's Cross. The Eanna's Cross is burned into his chest. It is a metal chunk (originally a necklace) that he welded and attached to his chest.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
The Contractor has on their left cheek a particular goat skull with 6 horns from top to bottom, and behind it a well of tentacles encircling it clockwise. Under their skin a direct link from the Goat Skull and the Black Bulbus (Refer to Famished Void on the Contractors Sheet) further amplifying the effects of the bulbus.
Whenever the contractor uses an effect related to this Gift, Black ichor takes form whether it comes out of their skin, fingernails, nose, etc. in rare cases it could even materialize 6 inches away from the Contractor. (Enhancements with no outward effects wouldn't be visible. Ex. Got No Life)
You gain the following benefits at all times.
You are permanently and visibly transformed: The Contractor has on their left cheek a particular goat skull with 6 horns from top to bottom, and behind it a well of tentacles encircling it clockwise. To most people its just a weird tattoo.... You are considered to be a Sapient, Non-Living being when targeted..
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
While in Void of Space, heat, cold, pressure, radiation, and other native hazards do not affect you. Dangerous local flora and fauna will not bother you unless you give them a reason.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
He takes out his pen and notepad, asking his target how they're feeling. A haze settles over their minds, leaving them in a happy fog as he scribbles away.
Spend an Action. Select a Living target within arm's reach. You must actively and obviously use Notepad w/ Pen to activate this Effect. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next hour, your target will do things they otherwise wouldn’t have done, inspired by Happiness. 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.
This Gift's Cost is capped at 2 and cannot be increased further.
The nanites within crane body is stimulated. As he encodes all of his memory and very physical essence into his life masterpiece. Allowing them to contain and store his body and items molecular structure and control his form at will. For as long as they have charges, his body is one with them.
You gain the following benefits at all times.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
Possession of this Power grants the following Battle Scar: Vertigo.
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.
The influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet. Your target should be intuitively based on the triggering event.
You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.
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 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.
The Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..
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. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by electricity is increased by 2.