Cletus can extend a tiny amount of the portal on physical contact with a target, rapidly changing the functions of the target... Usually horribly and destructively.
Exert your Mind and Spend an Action. 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. If you fail or Botch, you receive one Mind Damage and a new Trauma. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Brawn + Medicine at Difficulty 6. The target may roll Body, Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
You may affect up to 3 targets within range.
If two or more of your targets are touching and more than one fails to resist, you may conjoin them where they touch. This counts as a shared Battle Scar.
If the Contested Outcome of your activation roll is 4 or higher, the activation cost of this Effect is refunded.
A silver plate with ominously prepared meat, as the user consumes the meat the are enriched with a high that is unraveled. they must ration this meat perfectly in order to leave them self in a healthy mood. this fae artifact leaves the user wanting more of that strange flavored meat.
Expend a point of Battery to activate. Select a Living target within arm's reach. Over the course of one day, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Survival at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Your patient is required to Must consume 20 pounds human flesh on a daily basses for the next month. If they violate this rule, your treatment is immediately reversed.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
When looking at the target, the users eyes give out a flash and a visible trail of red leaves from them into the target. The intensity of the gaze can be mentally felt, throwing the mind of the target into disarray.
Exert your Mind and spend an Action. Select a Animate target within 300 feet. Make a Trauma roll when you activate this Effect. Roll Perception + Alertness at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 3 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may only use this Effect once per day.
You hear the distinct click of a shotgun shell being chambered. They're taking aim-- GET DOWN!
Expend a point of Battery and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Brawn + Melee at Difficulty 6. Targets remaining inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4. Armor is fully effective against this Damage.
Any object destroyed or individual killed in your blast turns to dust. Any parts of structures within your blast radius are destroyed and cannot bear a load or block movement. Your blast leaves a 15 foot deep crater in the ground and deals +1 Damage.
When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.
The cross sucks the soul into it and then produces a silvery projectile, travelling down the user's arm. The user makes a finger gun gesture and their soul exits in the form of a spectral bullet, flying towards the target, if they don't manage to resist the mental assault, their soul swaps places with the user's. The user, expecting the change, is still able to benefit from the target's muscle memory and can remain in their body indefinitely if they get their original body killed.
Notably, the bullet doesn't get stopped by people standing in its way, passing right through them.
So, force the contested roll when either body dies, but gets to bypass the truama and limit pools. That's how this is approved. ~ Poly
Exert your Mind and spend an Action. Select a Living or Sapient target within 300 feet. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for a number of minutes equal to the Contested Outcome. You are in full control of the host body’s actions.
Your host’s consciousness will similarly be swapped into your original body, and they will have full control over it until the Effect ends. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma and Intellect. You may use either your own or the host’s Ability ratings, whichever is higher. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are not intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it. If the possession ends and your original body was killed, you may make a contested Mind roll against the host. The loser becomes a helpless observer as long as you both inhabit their body.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body. Otherwise, they may Exert their Mind to evict you from their body.
People don't get wiser when they grow up, just more cynical. They stop putting all of themselves into everything they do because they become afraid of failing, of letting themselves get hurt.
The mere sight of a Princess reminds them, deep in their heart, the dreams they had when they were young. And to hold onto them.
This Effect activates whenever a Living target looks at the Princess for at least two rounds. It does not require an Action or Exertion. Select a Living target within 300 feet. Your target should be intuitively based on the triggering event. This Effect cannot be used unless you are in alternate form. Roll Charisma + Influence 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 hope. 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 Effect is not obvious, and the only sign you are using an Effect is wind blowing though your hair a little. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Possession of this Power grants the following Trauma at all times: Pushing back the Darkness: If you see a civilian in danger, you must roll self-control to not immedately go to their aid.
The doctor heals severe injuries in minutes using only standard medical supplies. Lacerations seal under the needle and thread, and reset bones can be used shortly after.
However, for the treatment to last, the patient must adhere to any aftercare regimen the doctor requires. Those who violate the doctor's orders suffer their injuries anew.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use basic medical supplies to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
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. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
The Ninja always prepares a few smoke bombs ahead of time to get out of sticky situations. They can fill a room with smoke in an instant and last long enough for the Ninja to make an escape or find an opening for attack.
Spend an Action and use up this smoke bomb.
You create a hemispherical dome of smoke originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:
The mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
The mutant now occasionally lays large, orange-speckled eggs. These Eggs do not hatch nor spoil. If cracked and applied to a chronic injury such as a missing limb, the scar heals completely within the hour. However, any area healed by the egg will forever carry an inhuman appearance as testament to the bizarre method of treatment.
Spend a minute and use up this unusually large egg (unless you succeed on 1d10, Difficulty 7). Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
Healing a Battle Scar in this way leaves behind an inhuman attribute such as fur, scales, or feathers on the target which cannot be healed.