"Heya!" He asked calmly as he checked the patient eyes focused on the individual,"I will run a quickly welfare check stay still for a moment."
The doc stays focused not looking away,while doing random scribbles in his little note book
A moment pass by,and the patient worriedly ask "are you done ? You haven't blinked for a while now"
The doc closes his eyes,"totally fine Mr rey, but i guess we will need to call the authorities to deal with your *vampiric problem*"
The patient turns pale,and shout how did you?! But was too late as the law enforcement breached the room.
Increase your sacrificial Injury's Severity by 1 and spend an Action to trap a region of any shape that contains your current location and fits entirely within 20 feet. This trap lasts one day or until triggered or disarmed. You must use up sticky notes in order to activate this Effect. At the end of your investigation, roll Brains + Medicine at Difficulty 6.
The trap looks like appears to be a eye marking drawed in a piece of paper. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Sapient target or a Creature that enters the chosen region will trigger the trap.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
You cannot investigate the same target more than once per day.
The user orders themselves and their allies to attack the weak spot of an enemy.
Spend an Action. Select a Animate target within 20 feet. You may select a target at any range if you use up knowledge of the target.
Your target is marked with Doctor's Orders. The mark can be easily removed if it is discovered.
You are aware of the marked target's direction and distance from you. This lasts for an hour, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Your Marked targets are all similarly aware of your direction and distance from them while the Mark is active.
His skin sheds and becomes loose as a larger creatures forms underneath this husk. Erupting from the hollowed shell is a monsterous bipedal snake man.
A gift from the spirit of the king of snakes, the Titanoboa.
Exert your Mind (unless you win a coin flip) and spend a Quick Action. This Effect cannot be used unless the Moon is out. Whenever you fail or botch a Trauma or Self-Control roll, you must activate this Effect.
You transform into monstrous man snake for 3 minutes. You have access to all of your Powers while you are monstrous man snake, 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 Brawn is increased by 1. You do not suffer any Stress while transformed.
Your body is adapted to climbing. You receive +3 dice on non-attack rolls related to climbing.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see his skin tear away like a reptile shedding skin.
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
by reading the movement of his target and feeling the flow of energy of his opponent allowing him to lock them up in a painful way. with envy b;ue shean isbody is able to handle in rowdy client regardless of the fact if they flash or not
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, 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:
Isaac focuses for a moment before a pulse emits from him as a soothing note can be heard. After a moment, a soft call can be heard as Long-tail descends from the sky.
(When riding Long-tail, the rider simply floats alongside them as they go)
Exert your Mind and spend an Action.
Summon the one and only Sapient Long tail at your location. They last until they move more than 150 feet from you or are destroyed They are controlled by you. You may have at most one minion active at a time.
You may end this Effect prematurely as a Free Action.
If killed, you cannot re-summon your minion until after your next Contract.
It appears as if Will's arm seemingly grows infinitesimally small while reaching into the lock and opening it, sometimes distorting the observer's perception of Will as they struggle to reason the sight.
Will's perception of his gift is different to that of observers, once he wants to open a lock he simply reaches his arm in and opens it. The keyhole appears to expand to fit his arm, and he believes that this is completely normal. This is done instinctually, as if it were as natural as turning a doorknob.
Spend an Action to activate. Select a door, lock, or locked target within arm's reach , which is no more complex than a personal safe door or a keycard reader. Cannot be used on Alien technology.
You may lock, unlock, and/or open your target.
This Gift's Cost is capped at 2 and cannot be increased further.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. 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. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
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 Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. 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:
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.