Kita is Very good at her job. She's been obsessively attuned to every sound and motion of the ships she's been in charge of and can easily pick up on when something is amiss.
Spend 2 Actions. Select a personal transport within arm's reach. You must actively and obviously use mechanics tools to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn all the following information about your target:
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.
Given where he grew up, Jami's eyes can catch someone trying to pull one over on him with emerald green eyes that shine a bit in the light, almost like a cat giving you the demon eyes, but pair that with some decent ears, and it's hard to catch him off guard with the spray paint
You gain the following benefits at all times.
Your Perception rating is increased by 0. 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:
Edgar is slowly becoming a Ghoul; his hands have thickened & become tipped with hooked talons suitable for digging up graves & tearing flesh. He has grown a short muzzle choked with a combination of his original teeth & savage fangs. His feet have begun to fuse into hoof-like stumps. Like a rat, if he can get his head through a hole, he can get his entire body through.
After consuming a mythical dragon over the period of a month, Edgar's flesh is remarkably resistant to flames.
Update - Edgar has fully transformed into a Ghoul at this time, unable to even remotely pass for human or wear most human clothes, having a short muzzle, elongated arms tipped with hooked talons, & digitigrade legs ending in hardened hoofs - further, his exposure to the creature known as "The Provider" has mutated him - increasing Regenerative abilities & durability - this mutation has come with an increased susceptibility to Acid, which will inflict horrific wounds on his mutated flesh.
Augments on Edgar
GUOHETEC TBR-119 Backpack Tactical Multi Function Radio Station Professional SDR Transceiver w/ "Flipper" Module & Cellular Capability
Novation Peak Synthesizer
You gain the following benefits at all times.
You are permanently and visibly transformed: a Mythos Ghoul. You are considered to be a Sapient, Living being when targeted..
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)
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)
You get +3 to your Body rating, but -1 to your Mind rating.
You can squeeze through any cracks and passageways a cat would be able to.
Possession of this Power grants the following Trauma at all times: Cannabalism - must roll trauma to avoid eating or caching any corpse encountered.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
The Severity of any Injury caused by Acid is increased by 2.
Oswald's body becomes more cartoony as thick outlines surround his body. His body becomes smaller, around 2ft.
Exert your Mind and spend an Action.
You transform into Cartoon Oswald for 30 minutes. You have access to all of your Powers while you are Cartoon Oswald, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Dexterity is increased by 1 and your Charisma is increased by 1. Your Stress is reduced by 2.
Possession of this Power grants the following Trauma at all times: Cartoon Logic.
If you become Incapacitated or suffer an Injury Severity 4 or greater, you revert from your Alternate form.
The object glows slightly, while being repaired
Exert your Mind and spend 10 minutes. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll Intellect + Science at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
Exert your Mind and spend 15 minutes. 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 Brawn + Alertness at Difficulty 8.
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 aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
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 units of water 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 aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.
The mystic can meld their aura with another, allowing them to superimpose their being, physical and mental, into a target. Observers witness the mystic fading and entering their target's body as wisps of smoke, leaving no trace of their own body behind.
While inside, they can control their target's actions. Affected targets have no memory of the experience.
Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a Living or Sapient target within arm's reach. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for the Contested Outcome in minutes. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.
You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
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.