Selai draws a circle on a surface and presses their hand on the center. Their eyes glow and the details of the land come surface from their arm and stains their body with what's desired. Those around him will hear whispers coming from their mind; the whispers of the land that are drawn in by the bone charms, focusing, and accumulating as mystical aura on their arm before disappearing.
Spend a minute. Investigate an area with a radius of up to 500 feet You must actively and obviously use Bone charms to activate this Effect. At the end of your investigation, roll Perception + Occult at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about the area:
This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same area more than once per day.
D.Y. opens up their User Interface and connects directly into the Game's logbook, checking for the specific item in question. Spending a couple of minutes reconfiguring the spawn time, damage or status effects, D.Y. directly finds the problem in the code and backs out to summon red holographic mechanical arms to jumpstart the repair. Of course it only lasts as long as they are directly logged into this account, but that's just a price in the journey towards perfection.
Spend 10 minutes. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. You must actively and obviously use Bifocals to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Intellect + Technology at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target. If your target only requires fuel or power and is otherwise in working order, this Effect costs no Exertion, and the target is fueled/powered for the next 24 hours.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
The psychic can glean various important details about a person simply by engaging in a short conversation with them.
Spend one minute. Select a Sapient target within 20 feet. You must continuously interact with the individual in question in order to gather any information. At the end of your investigation, roll Perception + Investigation at Difficulty 6. The target resists by rolling Mind at Difficulty 7.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Effect is not obvious, and the only sign you are using an Effect is My eyes blink separately from each other. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Any information you gather is spoken aloud in conversation and made publicly available.
This Gift's Cost is capped at 2 and cannot be increased further.
Edgar seems to shrug off wounds easily, blood clots almost immediately, though deep wounds will remain for some time.
This process is hindered if the wounds inflicted by Acid - while Edgar's scabrous, dragon-infused flesh is resistant to flames, Acid will dissolve it beyond recovery
After swimming within the flesh of the Provider, Edgar's healing abilities have been wildly enhanced - however, the wounds itch, crawl, & visibly form tumors while healing: This can be maddening to the Ghoul, who will sometimes succumb to a desire to gnaw at the regenerating flesh, creating terrible scars.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level each Round. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
Possession of this Power grants the following Trauma at all times: Territorial.
Clowning's left an impact on Mort, more than he'd like to admit. In an instant, his nose begins to grow slightly, turning a bright red as the target is trapped within their own mind for a few brief seconds. Flashes of an Eldritch Clown Abomination flash through their mind.. along with the knowledge that maybe any clown could become such a creature.
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically.
If they fail, your target will take 1 point of Mind damage and gain Fear of Clowns as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
Dealer’s Bag is his own afro—a bottomless stash where anything can be pulled from its depths. But every draw comes with a cost: a sickly churn in his gut, like fate itself is playing a cruel hand.
Exert your Mind and spend 1 minute. You must actively and obviously use Afro to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Perception + Firearms to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
Possession of this Power grants the following Battle Scar: Weak stomach.
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.
Summon up to 3 Non-Sapient, Animate zombie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
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.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
The Necromancer temporarily assumes the form of their own corpse, complete with maggots, spilled entrails, and exposed bone. They cannot move while transformed, but their empty eye sockets see as well as ever.
Exert your Mind and Spend an Action.
You transform into your own corpse for one minute. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings as normal. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
You may end this Effect prematurely as a Free Action.
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.