Vasily Buslaev, the fearless and nearly indestructible bogatyr, was known for his unmatched toughness and ability to endure the most punishing of attacks without faltering. Legends say that Vasily could wade into battle, shrugging off blows that would bring others to their knees, driven by an unbreakable will and the strength of his convictions. Harry Johnson, channeling this legendary figure, manifests the same indomitable spirit through his skin, which hardens to withstand even the fiercest assaults.
You gain the following benefits at all times.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Possession of this Power grants the following Trauma at all times: Mano o Mano - Can’t turn down a one on one fist fight is asked to without a self control roll..
Ophir’s technological instruments continue to expand their uses with every job done.
His ears prick up at just about every sound, and he’s feeling a whole lot jumpier than he used to be. He immediately creates a map in his head of the movements around him, naturally spotting just about anything he can hear.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless tbd.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Intellect + Science to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see tbd.
David will reach into a seam, and pull out a ghost of the departed alongside one of their treasured possessions. David will wrestle the ghost, taking their possession from them, and the covetous spirit will dissipate, defeated. If David fails his check, the spirit will instead jealously hold on to its item as it flees back to the temporary seam in the air, disappearing back to the realm of the dead. When the effect runs out, the item will seem to disappear into thin air, as it is pulled back to the realms of the dead
David did some digging into more…unrefined necromancy, following his last encounter with such magics on a job. By using his spirit cellphone (see Thomas Edison’s spirit cellphone) to consult with a few ancient spirits of infamous necromancers past, he was able to learn a ritual to “plunder the treasures of the underworld”.
Exert your Mind and spend 1 minute.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Brawn + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Theft from the spirits of the dead and the injured, creepy as hell appearance of the ghosts of the departed.
The clouds part, but a shadow still looms. A single finger eclipses the sun. God's wrath descends.
Exert your Mind and spend an Action. Select a Location within 40 feet. This Effect cannot be used unless a direct line can be drawn between the target and the open sky. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. On the following Rounds, you may choose to detonate the Blast as a Free Action on your initiative. When you do so-- or when one minute elapses-- roll Charisma + Influence at Difficulty 6.
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a hand of unfathomable scale, proof of their dizzying cosmic insignificance.
Minerva lets out a breath, closing her eyes and reaching her paw out towards her target. She slips into the vault of her targets mind, walking the archives of their memory. Each vault is a reflection of its owner, and sometimes they're weird. But Minerva is getting the hang of tracing though the archives of memory quickly enough. She has to leave herself a bit of herself in the Dreamlands, though.
Exert your Mind and spend an Action. Select an Animate target within arm's reach You must actively and obviously use fox pendant to activate this Effect. You must maintain Concentration while the effect is active. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question you ask and memory you replay takes a single Round to read.
You may read memories that the target has forgotten.
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
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.
The ninja does not approve of guns; they prefer using the bow for its stealth and versatility.
You gain the following benefits as long as engaged in combat with wooden longbows.
You receive +2 dice to all rolls using wooden longbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.
You also gain the following effects:
The priest channels their true faith into a brutal assault on the consciousness of demonic or unholy creatures. By wielding their favored holy symbol, a gilded crucifix, they can put a proper fear of god into them, leaving them cowering at any truly holy things they encounter.
Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Brawn + Alertness Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a Trauma of the GM's choice.
This trauma cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
You may only use this Effect once per day.