When Wolf throws an item made of bone, a number of things happen, first the item that is being thrown seems to be covered in a ghostly manifestation of the creature that the bone the item as made of came from, the manifestation only lasts for a split second that it takes for wolf to launch the item. Second the animal Skull that Wolf is wearing seems to be come covered in runes, swirls and veins that all seem to glow with a ghostly blue light.
When a creature is given proper respect after being killed parts of it's spirit is left behind within the bones of the creature. Through a small ritual these spirits can be used to improve the item that is made with the bones but this process requires the use of a skull from an animal to function as a conduit between the item and the user. once this ritual is completed it gives the item a small amount of sapience for a split second while it is being used this allows the user to preform actions using the item that would normally be impossible. Sometimes if the user preforms the ritual poorly they can receive mental and physical deformities, but this issue can be fixed through greater skill in the ritual.
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.
You also gain the following effects:
As you peer into Mariana's eyes, you feel the water within your body bend to her will
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 Charisma + Influence 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.
Both Sanguine's horn and the moved object glow red while using this power.
You gain the following benefits at all times.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 1 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Possession of this Power grants the following Battle Scar: Soft Spot: Horn.
Possession of this Power grants the following Trauma at all times: Bloodlust.
The Princess smiles a radiant smile towards someone, and everything else in the world seems to drop away.
Spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. This Effect cannot be used unless you are in alternate form. Roll Charisma + Influence at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
You may activate this Effect as a Reaction to contest any Action a valid target is taking. The target does not roll to resist, and beating their Outcome does not fascinate them. This interrupts Concentration.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Possession of this Power grants the following Battle Scar: Lingering Scars - You've tangled with the darkness one too many times, and got a nasty bite on your shoulder that just won't seem to heal right. You suffer the effects of Shoulder Subluxation.
The cyborg has a blue hexagonal shield around him and steel on his skin that is harder than normal skin. Attacking the cyborg and breaking through to anything vital is tough; water can fry the electronics, causing gaps to be made in the shield.
You gain the following benefits at all times.
You have 4, which reduces incoming damage from all sources of physical attack except water attacks. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
When Selma uses this Gift, the air around her drops a few degrees, a subtle shiver brushing against anyone nearby. She leans close, her voice barely more than a breath, whispering into the target’s ear. As she speaks, a faint, ghostly glow — like moonlight caught in mist — gathers at the wound, shrinking it until it vanishes entirely, leaving nothing but untouched skin behind.
Selma's healing is not loud, not explosive, but intimate — a communion between the dying and the dead-yet-walking. She does not command flesh to mend; she convinces it, softly, to forget its pain. Her words are stitched with a magic older than hope, with a certainty that death is neither enemy nor end, but a passage. "Whisper of Life" is not a shout against mortality — it is a secret, a hush passed between bodies that are trying to survive just a little longer.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 6.
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.
This Effect is not obvious, and the only sign you are using an Effect is The air around her chills slightly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind (unless you win a coin flip) and Spend an Action. Select a Living target within 45 feet. Roll Intellect + Occult at Difficulty 6. The target may roll Body, -2 dice at 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:
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects: