fill out in a bit
You gain the following benefits as long as you are engaged in combat with Items made of bone. You must actively and obviously be using Animal Skull to gain the benefits of this Effect.
+2 dice to all rolls utilizing Items made of bone.
Possession of this Power grants the following Battle Scar: Disfigured.
Possession of this Power grants the following Trauma at all times: Paranoia and Nightmares.
You also gain the following effects:
Harold Polk’s Forensic Intuition is a unique extension of his mastery of Speech Act Theory, enabling him to interpret traces of past actions as though they were lingering “speech acts” left behind. By focusing his mind, Harold attunes himself to the silent “statements” made by evidence of crimes, interpreting each item as a residual expression of intent and action. To him, every piece of evidence is a fragment of an unspoken story, a series of “acts” that reveal themselves under his scrutiny.
For an hour after activating this ability, Harold senses the presence, distance, and direction of all evidence of crimes within 50 feet, as if these traces are calling to him, revealing their locations and the intent behind their concealment. His understanding of Speech Act Theory allows him to “read” the manner in which each piece of evidence was hidden or secured, making him instinctively aware of the techniques used to disguise it and the steps required to access it. Harold’s mind treats these traces as hidden messages, piecing together actions and motives to uncover truths buried in silence. Through this heightened awareness, Harold becomes a linguistic detective, reading evidence as if it were the remnants of a conversation between crime and concealment.
Exert your Mind and spend one minute.
You automatically detect all Evidence Of Crimes 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.
If no Evidence Of Crimes targets are within 50 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
The means by which any Evidence Of Crimes are hidden or disguised is made clear to you, as well as how to access them if they are secured. This includes objects secured via the Stash Effect.
They are masters of stealth; a favored method of acquiring prey is to wait in a dormant state until an appropriate victim strays near, and then drop down silently from behind or use their tail to impale whoever walks by. The prey is generally blind to the fact that a Xenomorph is present, due to its propensity to camouflage itself within its nest walls or the surrounding artificial environment, given their biomechanical-like appearance. The Xenomorphs will also use their pitch black carapace to their advantage, lurking in the shadows whilst waiting for prey to stray too close.
You gain the following benefits at all times.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
This Gift does not affect your clothes or equipment.
Possession of this Power grants the following Battle Scar: Disfigured.
The Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..
Your body is adapted to Restraining. You receive +3 dice on non-attack rolls related to Restraining.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
The Severity of any Injury caused by electricity is increased by 2.
A semi mechanized arm ripped off from a cybernetic wrestler that Averill later had sewn to himself allows him to exert himself to beyond human capabilities.
You gain the following benefits as long as you have your right arm.
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:
there are three stances each one doing something diffrent
1. opt
2. sever
3. control
You gain the following benefits as long as you are engaged in combat with katana.
+2 dice to all rolls with katana. You may Defend against firearm attacks from any range using katana.
You also gain the following effects:
The survivalist spends a moment setting up a makeshift booby trap. The tripwires and pressure plates are so expertly hidden, they can only be noticed by those who have fallen victim to them before.
The victim is hit with a tiny curare dart. Pain wracks their body as a potent neurotoxin spreads through their veins.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 45 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.
The trap looks like a tripwire, a pressure plate, or a hidden switch. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. The target's material Armor is completely ignored.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
The Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation. While they do, they take on a blank, vacant stare in the direction of their target, and appear to be muttering gibberish to themselves under their breath.
Exert your Mind and spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you can see your target.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
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 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.
This Gift's Cost is capped at 2 and cannot be increased further.
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The Witch gazes at a calm and trusting animal and blinks, revealing eyes that have changed to match the creature's. Her body goes limp and collapses, and the witch proceeds to walk away, now temporarily borrowing the animal's body.
A borrowing Witch is a visitor in the animal's mind and cannot overstay her welcome or force the animal into danger.
Spend an Action or Reaction. Select a Creature target within 20 feet. The target may Resist.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious, in its same location. You may perceive through your original body's senses, at a -2 penalty to all Actions while doing so. If your original body is touched, you get a Perception check to notice. You may spend an Action to end the possession early.
Stats: Any Actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.
Gifts: You do not have access to any Gifts while you are possessing your target.
Death: If the host suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body. If the possession ends and your original body was killed or destroyed, you will die.
Eviction: You cannot force your host to take Actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
This Gift's Cost is capped at 2 and cannot be increased further.