Due to Jei's upbringing, he has effectively created his martial arts, that focuses on destroying them and letting him live another day
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
Possession of this Power grants the following Trauma at all times: Nightmares: You come from a very, very troubled home. Your sleep is plagued with horrible nightmares. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind damage..
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:
Isaac claps his hands, and an illusion, one without substance, forms for all parties involved in the deal. It takes the appearance of the interior of a private railway car. Isaac will stand by the table and engage a member of the opposing force in a negotiation.
When the negotiation ends, hands are shaken, and the illusion ends.
The illusion takes the appearance of the private railway car of Ferdinand Foch, the Marshal of France during WW1, and is where the armistice was signed between the two sides. For a man tired of war, it was a fitting enough symbol.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must take a Severity-1 Injury and all participants must Shake Hands to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
Whenever a participant breaks the oath, you are immediately made aware and may even witness the act as if standing nearby.
It is obvious to your target that the oath you are proposing will be supernaturally enforced.
Doctor Lazcowicz appears to shrug off injury and mental anguish alike. Though wounds still mount and strain still builds, an almost fugue state prevents him from noticing, for good or ill.
News of Diana's apparent death threatened to debilitate the doctor, so his nanotic system responded by rewiring the pain and trauma centers of his brain to keep him moving regardless of short-term impediment.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
The contractor times their breaths along with their movements and trigger pulls, using their gun to great effect.
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:
Benny's hunger for blood has become all consuming, and he will die if he is not able to satiate the beast inside; however, he no longer requires any food, water, air, or sleep.
You gain the following benefits at all times.
You no longer require any sleep or air in order to survive.
Instead of food and water, you must consume human blood daily for sustenance. For every day you fail to consume it, you lose a point of Brawn. If your Brawn falls to 0 in this way, you die. Your Brawn is fully restored to normal as soon as you fulfill your dietary needs.
Ted Westwood, survivor of over a dozen Contracts, has experienced horrors most mortal men would never dare face, and been traumatised over and over by the things that lurk in the dark. At this point, he's starting to get pretty numb, all things considered, and the things in the dark, that try to worm their tendrils into his mind, are liable to get burned by the things previous invaders left behind.
You gain the following benefits at all times.
You get +2 dice to any Mind resistance rolls you make. 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.
The spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a target within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to a target Object that can be moved and repositioned. You can hear and see through the ward as though you were standing at its location. You may have at most 1 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
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.
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.