Film noir as a genre relies on grittiness, a hardboiled attitude and a willingness to overcome whatever adversity you're faced with. In response to a few failings from it's host, Frank's "benefactor" has begun to eat away at his mind, lessening the weight of various physical/mental burdens upon him.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Tidal Reverie captures the essence of water's fluidity, channeling its unpredictability and relentless power into a mesmerizing combat style. Practitioners move like waves, embodying grace and precision where each gesture flows effortlessly. This style is instinctual, relying on natural balance and agility to confound opponents. With subtle shifts and sweeping motions, it transforms gentle movements that colapse into surges of force. The seamless dance of evasion and attack allow practitioners to dictate the pace of any confrontation.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, Grappling, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
Blood is often referred to as the liquid of Life. Well, in this case, it is... Sort of.
Utilizing the blood of a currently living creature, you may resurrect a corpse back to life, filling it with a horrid mockery of what it once was. By drawing a pentagram in blood beneath the corpse and either humming or verbally expressing an unholy prayer, the corpse begins to rise once again under your control...
Exert your Mind and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must use up Blood from a currently living creature in order to activate this Effect.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Jacky, over the course of a minute, beats the absolute fuck out of someone and in exchange for doing that: she's able to read their thoughts off of mere reaction.
Exert your Mind (unless the target is "incapable" of resisting, or otherwise does not wish to resist.) and spend 1 minute. Select a Living, Animate target within arm's reach You must maintain Concentration while the effect is active. Roll Brawn + Brawl at Difficulty 6. The target may resist by rolling Body at Difficulty 7.
You are able to view your target's memories. The target is aware that their thoughts are being probed but not of the source of the probe. The Effect ends if the target moves out of range or your Concentration is interrupted.
You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question takes as long as it takes to answer to read. When replaying a full memory, it is replayed in double time.
Cartoon Oswald realises he doesn't have to obey the logic of "jumping"
Exert your Mind and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless Cartoon Logic is active/Cartoon Oswald is active.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.
Paul looks at an object with his monsters eye as it unleashes its rage upon the object destroying it.
Exert your Mind and spend an Action. Select a Object or Construct Object within 20 feet no larger than a duffel bag (35 liters). Roll Perception + Occult Difficulty 6. Sapient targets may resist by rolling Mind at Difficulty 8.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
You may use this Effect to destroy a hunk of material as large as a duffel bag (35 liters), even if it is a part of a larger structure or object.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see A Horrifying Eye pulses with ooze and glows a horrifying sickly yellow.
The Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
Spend a Quick Action. You must actively and obviously use a burlap sack to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
You gain the following benefits at all times.
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).
Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects:
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
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 vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult 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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.