Driven by his cursed connection to time, Grognar slashes with his weapon, ripping open a jagged tear in space. Blood pours from the wound as time distorts around it, flickering between past and future. This gift, borne from his unnatural travels, comes at great cost. The rift twists with painful echoes of his regrets, and anyone witnessing the scene feels a chilling sense of the temporal chaos he endures.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight. You must actively and obviously use His Axe to activate this Effect.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait 1 full Round before activating this Effect again.
You may also Exert your Mind and spend an Action to Travel in a random direction without any knowledge of an endpoint or destination. Roll Brawn/Melee at Difficulty 6 to safely arrive without any consequences.
When you Travel, you leave Grognar leaves a shifting, blood-red afterimage in his wake, flickering like a torn fragment of reality itself. as a distinct trail between your starting and end points.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Grognar slashes the fabric of space, a grotesque tear opening, with blood oozing from the wound in reality itself..
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.
Spend an Action to activate. Select a target within 20 feet. You must use up Cigarette in order to activate this Effect. Roll Perception + Investigation at Difficulty 6. The target] may contest by Defending or Dodging.
If you succeed, your target will be restricted at their location by a physical, tangible binding. They cannot move to a new location, and any physical actions they take suffer a dice penalty equal to twice the contested Outcome from the Effect activation, except attempts to escape or break the binding, which only suffer half this penalty.
The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of damage equal to twice the contested Outcome from the Effect activation. Damage from multiple attacks is cumulative and stacks linearly.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Smoky tendrils.
This Gift's Cost is capped at 2 and cannot be increased further.
You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.
Paulette pulls out her needle and thread and uses multiple complicated techniques to heal her allies. They will be healed but the effect will be reversed if they willingly betray her.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must actively and obviously use needle and thread to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Dexterity + Alertness at Difficulty 8.
If you succeed, the Injury is reduced in Severity by your Outcome, unless it had Severity 4 or higher, in which case its Severity remains the same. 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.
A glass orb thrown will explode, shattering into hundreds of pieces.
Exert your Mind and spend at least two Actions performing the following ritual: Wobbling the orb to activate. You must actively and obviously use Glass orb to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. The area within 10 feet of you immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Dexterity + Occult at Difficulty 6.
If the Outcome is positive, your blast hits everything within 10 feet of you with Damage equal to your Outcome + 2. Armor is reduced to 1/2, rounded up against this damage. If you botched the activation roll, you will also take full damage from the blast, otherwise it will not hurt you.
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."
The sword begins to glow as their spirit passes through the hilt and takes direct control of the wielder.
Exert your Mind and spend two Actions performing the following ritual: channelling power as runes of power begin to glow along your blade. Select a Animate target within arm's reach. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll Brawn + Alertness at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for a number of days equal to the Contested Outcome. The target largely has no control over the host body’s actions, but they may Exert their Mind to take over for a 3 second period, after which you regain control. They retain consciousness and will remember anything that occurs during the possession. While the possession is active, the host body will the flesh they used to pick you up fuses around your hilt, making it very obvious to anyone who sees them that something is not right.
Your original body will be left behind, unconscious, in its same location. You may perceive through your original body's senses by Concentrating. If your original body is touched, you may roll Perception + Alertness to notice. 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 and Intellect. You may use either your own or the host’s Ability ratings, whichever is higher. 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 not 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 are evicted to your original body. If the possession ends and your original body was killed or destroyed in some way, your disembodied spirit will haunt the location where your body died, and the only action you can take is activating this Effect on a new target within arm's reach.
Eviction: If the host body is ever not within arm's reach of your original body, you will be forced out. 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 they fail, you remain in control.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
This is no artifact of clothing.
Nay, it is Haute Couture, the embodiment of an aesthetic encompassing elitism, financial success, and competitive
superiority.
Exert your Mind and spend an Action. Select a Object or Animate target up to 100 feet away.
Targets that weigh less than you are pushed back until they are 100 feet away. If you are lighter, you move instead. If you are roughly the same weight, you and the target both move.
This Effect cannot move anything heavier than 500 pounds.
Affected targets may use a Reaction and roll Dexterity or Brawn + Athletics to hold on to a nearby anchor, if available. A complete success increases their effective weight by whatever they hold onto. You may also roll to anchor yourself as you activate this Effect without spending a Reaction.
Pushing a target straight upward requires you to be directly beneath them and halves the range. GM’s may ask for a Dexterity + Athletics roll when repositioning yourself around a target to get a desired angle. They may React to reposition or anchor themselves as normal.
The Witch summons a crow, whispers a message to it, and sends it off to deliver her words. Half an hour later, the crow arrives at the recipient and repeats her message aloud in its croaking, animal voice.
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.
You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.
The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The mutant now occasionally lays large, orange-speckled eggs. These Eggs do not hatch nor spoil. If cracked and applied to a chronic injury such as a missing limb, the scar heals completely within the hour. However, any area healed by the egg will forever carry an inhuman appearance as testament to the bizarre method of treatment.
Spend a minute and use up this unusually large egg (unless you succeed on 1d10, Difficulty 7). Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
Healing a Battle Scar in this way leaves behind an inhuman attribute such as fur, scales, or feathers on the target which cannot be healed.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.
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.
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.