Grace moves like a shark in the water, allowing her to slip through crowds, liquids, and tight spaces with natural ease. When it comes to vertical surfaces, Grace is able to glide as if pulled into an invisible current-- carefully maintaining balance through channeling these hydrodynamic principles and her own extraordinary awareness.
Exert your Mind (unless you are submerged underwater) and spend two Actions performing the following ritual: guttural groans and animalistic tremoring as Grace consumes blood. You must use up a pint of blood in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
A thin line of hair embedded to the back of grigori's otherwise smoothly shaven head. From this tiny strand thick luxurious black locks snake down grigoris neck and attach themselves firmly, they continue down to grigoris shoulders in beautiful ringlets. Over the course of a contract the locks will get longer and longer depending on how consistently he's using his strength, additionally they will have a lustrous shine to them. During downtimes the hair will retract back into the normal mullet length size.
You gain the following benefits as long as you have your Literal Samson hair.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect 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:
Kayleigh's voice carries a certain song that allows her to speak plainly to any animal, and understand them in turn. Her charm shimmers gently as she does so, acting as a bridge between herself and the natural world.
You gain the following benefits at all times. You must actively and obviously be using a feather charm to gain the benefits of this Effect.
You may understand and communicate to Creatures as if you are fluent in a relevant language.
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You gain the following benefits at all times.
Whenever you use your Movement, after all other calculations, the distance you may travel is tripled.
Possession of this Power grants the following Trauma at all times: kk.
Jones is able to hit a target (or group of targets) and hit them with that Jones Bones stare, absolutely terrifying honestly. Invokes targets with fear.
Exert your Mind and spend an Action. Select a number of Living targets equal to your Charisma within 45 feet as well as a specific emotion. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by the chosen emotion. 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.
The Pirate will take a coin or any money available and will stick it inside his pocket a golden light will shine out of it and the choosing item will came out
Exert your Mind (unless you win a coin flip) and spend 1 minute. You must use up Coins or any type of currency in order 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 Dexterity + Influence to fabricate 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.
You may produce Copper with this Effect without Exerting your Mind or making a roll. The amount produced is double your normal maximum volume.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
Possession of this Power grants the following Trauma at all times: Oniomanie.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
The Severity of any Injury caused by fire and heat is increased by 2.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
The creature's claws rip through the poor, defenseless doctor's coat, opening deep gashes in their gut. It bares its fangs to lunge for the killing blow, but the doctor looks up at the attacker. Their eyes filed not with utter terror at their imminent demise, only a look of disappointment and pity. Touched, the monster hesitates. . .
This Effect activates whenever you receive a Severity 2 or higher Injury from an attack. It does not require an Action or Exertion. Select a Living target within 45 feet. Your target should be intuitively based on the triggering event. 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 remorse for hurting such a pure soul. 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.