D.Y. accesses the program files of the subject in particular, accessing the files of the individual through their Brain using a holographic program, skimming through the logs. When they have found what they are looking for, they will attempt to revert back the damage modifier, or insert a variable that was not previously there in order to simulate "Healing", when in reality, it's just deleting the damage from one's program, using the Mind as an additional computing power
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. This Effect cannot be used unless the injury was not attained within the hour. You must actively and obviously use bi-focals to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Technology 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.
By wacking the target with their pocketwatches, the prince may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action to activate. Select a Animate target within 20 feet. This Effect cannot be used unless Must whack target with pocketwatch. You must actively and obviously use a pocketwatch to activate this Effect. Roll Dexterity + Melee 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 Exert your Mind and spend a Reaction to contest an Action someone is taking. Roll Dexterity + Melee at Difficulty 7. Subtract your Outcome from theirs, and they use the Contested Outcome to determine if their Action succeeds.
"Hold still and brace for impact. This WILL hurt. A lot."
The healer coats her hands in the patient's blood before cracking her knuckles. Winding her arm up to ensure a good hit, she starts landing a barrage of heavy blows upon the injured. As she lands ferocious punches, a soft golden glow appears and the lost blood begins to rejoin the flesh it exited while the wound starts to close, any bruises turning into unblemished skin under her fists. The process definitely hurts, this is obvious to any possible bystanders, as seen by the wounded's reactions of agony and exclamations of pain through gritted teeth.
"All done," the healer says, panting and sweating, as the patient stands up, all his wounds healed.
The gift functions on at least some level of equivalent exchange - anything lost cannot be replenished unless a good amount of it is on hand. Every punch seems to transfer percussive, physical force into healing, closing wounds with the same efficiency as the punches would have caused damage. As far as anyone knows, this is incompatible with any weapons - please do not go cutting limbs off to test this. That is a bad idea. The punches that heal are a manual phenomenon - the user decides which hits heal and which harm, though the pain either way is the same. One would think it would be painless, healing the nerves, or maybe that is simply due to lack of practice and precision...? The phenomenon is incredibly physically draining to the user, who has to have their energy drained for the gift to work.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. Your target must also Exert their Mind to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Brawn + Alertness 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.
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.
Dieing, to someone who is already obsessed with death, becomes a learning experience. To Widow, she learned the limitations of the human form when the spirit has so much more potential for maneuverability. The aimed to perfect this concept when she returned from death.
You gain the following benefits at all times.
Your Dexterity rating is increased by 3. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
When using a desperate defense Eric's eyes flash briefly with a bright yellow light as he deftly avoids the attack by milimeters.
This is akin to the danger sense. It allows him to see where the attack is coming from and move ever so slightly that the attack misses him. It is a preternatural awareness of his enemy's actions.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Thad crackles with electricity, overloaded from the inside, and he is able to take hold of that energy and shape it into a bolt of lightning, which he can throw at others.
Exert your Mind and spend an Action. Select a target within 50 feet. 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 Dexterity + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2.
You may choose to have this Effect Damage all targets in a perfectly straight line up to its maximum range.
If the target receives an Injury, they are knocked back 5 * Severity feet.
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 influencer knows just how to-- well-- influence people. By following a suggestion with a wink, smile, or a look of astonishment, their target is sure to be swayed. Is it any wonder they have a following of such incredible fans? Hit like, smash subscribe, and for the love of all that is holy, don't forget to retweet.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival 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.
The detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.
You cannot investigate the same target more than once per day.
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects: