Daisy is exceptionally skilled with pistols, allowing her to dual-wield them and even reload without any issue.
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:
Since shuffling off the mortal coil many moons ago and possessing his iconic Ibanez Iceman, Nikki has discovered his needs of the basic necessities of human life have slowly evaporated. He still has a lingering passion for the carnal pleasures of sex and heroin, but breathing and food just aren't what they're cracked up to be anymore.
You gain the following benefits at all times.
You no longer require any food, water, sleep, or air in order to survive.
This effect only has a visual component when hibernating. While hibernating the contractor becomes gray and the skin gets a stone-like appearance
The cells of my body became their own power source. Right now they don’t need air anymore, they don’t even age. I feel this is just the beginning, my body is trying to achieve full independence from the outside world.
You gain the following benefits at all times.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds ‘waking up’ to end it.
Experimental blood transfusions performed using the Montaigne’s Vileblood and the blood of beasts both natural and abnormal can yield intriguing results.
With the blood comes… eyes, miniscule growths on the brain.
They grant clarity, a terrible insight that can bring one closer to the true origin of the beasts of this world. One can tap into the dark truths granted by these eyes to strengthen themselves.
They grant madness.
A yearning to... cleanse.
To eradicate all the beasts and vermin of the Earth.
To acquire more eyes.
You’re ready now. Join the Hunt.
Exert your Mind and spend eight hours. Select a Living target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you get exposed to obscene amounts of forbidden eldritch knowledge (Anguish).
Tyrion's non-human physiology grants him immunity to terrestrial diseases and resistance to ailments that he is not immune too.
You gain the following benefits at all times.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects:
Through the care of Michael, scars can be healed anew, and cuts can be sealed, the threshold forever glued shut.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see The scars on the skin unweave and reweave themselves anew.
The detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.
The Thief casts a container's worth of fine powder into the air. The particulates are drawn to any sort of object that is designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc. The powder will not trigger these devices or interfere with their operation, but it does reveal their presence to the Thief.
The cloud drifts and swirls, subtly following the Thief for a minute.
Exert your Mind and spend an Action. You must use up a container of fine powder in order to activate this Effect.
You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.