Norman's senses are sharpened to preternatural levels, honing his investigative prowess to a razor's edge. His hearing becomes so acute he can detect a mouse's heartbeat or navigate dark environments like a bat. These sharpened senses allow Norman a better chance at the oldest game - hunting, preferably without becoming the hunted.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
Bill places his corn on the cob in the ground, and from that cob the beast emerges. The corn shakes rapidly, as though it is going to hatch, before it starts to grow wildly. The cob expands to immense size, cracking down the middle to reveal a mouth full of razor sharp teeth. The husk stretches and reshapes itself, forming a shambling mound of legs and wings. Roots rise from the ground and tangle amongst the husk, contributing to the beast's body and limbs. The head is definitively formed by the cob, while the body is a constantly shifting and difficult to discern pile of roots and husk. Entirely, the beast is around the size of a horse, it's colours no different from the corn it was grown from. The beast is capable of launching its cob head at targets 50 feet away from it, the head quickly regrows afterwards (though, any damages done to the head remain even after the head regrows). When the beast is destroyed, it rots into the ground, its body reduced to an inedible black mold.
Bill discovered this gift the morning after his stay at The Vermillion Manor. While harvesting his freshly grown corn, he attempted to hold more than what he could carry, and accidentally dropped a singular ear of corn. He thought nothing of it, until the corn began to jitter on the dirt unnaturally. He backed away in fear, and watched as the once innocuous corn sprouted into a true monster. A monster that listened to his commands. A monster that belonged to him.
Exert your Mind and spend an Action. You must use up A full corn on the cob, with husk intact in order to activate this Effect.
Summon the one and only Sapient The Corn Beast at your location. They last for two hours or until they are destroyed. They are controlled by you. You may have at most one minion active at a time.
If killed, you cannot re-summon your minion until after your next Contract.
You may only use this Effect once per day.
Sketch holds their hands over a wound and concentrate, a greenish gold aura surrounding them and the injury, and it knits itself back together.
Exert your Mind and spend 1 minute to activate. Select a Living target within arm's reach. You cannot target yourself. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Medicine 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.
Fortuna's Eyes briefly flash, showing slot machine signs, then the person she looked at becomes obviously more clumsy and unlucky. The longer they stay near her, the unluckier they get.
Spend an Action. Select a Living target within 25 feet. Roll Charisma + Thievery at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by going a distance of a mile from Fortuna.
This Effect is not obvious, and the only sign you are using an Effect is Flashing Eyes. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift's Cost is capped at 2 and cannot be increased further.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
When using telekinetic powers to move something, there is a visible warble in the air and light around his head and the target that he moves. The effect is not too unlike that of telekinetic abilities in Lego Videogames.
Exert your Mind and spend an Action.
As long as you maintain Concentration, you can take Actions and interact with things that are within 10 feet without needing to physically touch them or be near them. Lasts for two hours. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Eddie has discovered how to focus the potential energy of his powerful explosive abilities into a very hot, very thin blade of plasma.
for Eddie
Fire cancer made his blood toxic
You gain the following benefits at all times.
You are permanently and visibly transformed: Slowly Flickering Orange Irises. You are considered to be a Sapient, Living being when targeted..
Your body provides you with the functionality of Plasma Cutter. If used to attack, these "tools" use the same stats as a small knife.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
The witch knows bad things happen to bad people. By bringing attention to a karmic imbalance, she can hurry it along, causing her target's bad luck to catch up with them. The target finds themselves suffering injuries due to freakishly bad luck until they cleanse themselves or perish.
Exert your Mind and spend one minute. Select a Living target within 25 feet. This Effect cannot be used unless the target deserves it. Roll Charisma + Occult at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by bathing fully in clear running water.
This Effect is not obvious, and the only sign you are using an Effect is you staring at the target, speaking calmly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Doc puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible. You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. Doc seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. 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. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + 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.
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 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.