Fighting fair is for people who aren’t cowards. You prefer to take advantage of when other people fight fair, chiming in with a well-timed strike or two that surprises the enemy while they’re distracted. You know, as they say, those with sharp wits should have even sharper knives... okay I don't know if they say that, but it sounds kinda cool.
You gain the following benefits as long as another hostile animate being (to the target) is within 5 feet of the target and you are engaged in combat with knives.
+2 dice to all rolls with knives. You may Defend against firearm attacks from any range using knives.
You also gain the following effects:
Status: Success.
A.N.A Can now load and process their thoughts and solutions at a higher rate.
Cons: A.N.A now requires the hyperprocessor located in their right eye.
You gain the following benefits as long as you have your Heterochromatic grey processor eye.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Battle Scar: Wheezing (You cannot shout or raise your voice above a whisper. After physical activity, you wheeze loudly and suffer a -2 dice penalty on Stealth rolls.) and Shaky Hands Your frail hands are not used to holding things, fine-object manipulation is rolled at -1 dice..
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
The object animates by verbally crafting lines from a story about what the object is destined to do when animated. As if the narrator in a book utilizes exposition to predicate the actions of a given object.
This power is caused by an influx of meta particles that impart a desire to exist on an inanimate object. Only those that speak with absolute confidence and in the correct tonal cadence in the moment of choosing can impart such a desire. This is known as "Causal Diction". Causal, meaning "involving causation or a cause : marked by cause and effect" and Diction, meaning "a choice of words especially with regard to correctness, clearness, or effectiveness". Sometimes, to those who have merely witnessed this phenomenon, it is referred to as "The Voice of All Things". Since it appears as though the user audibly commands life into that which does not possess it. Allowing objects to move and act freely, and thus, granting them a "voice" of their own.
Exert your Mind and an Action. Select a Inanimate target within 20 feet which could fit inside a rolling luggage bag (50 liters).
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can only maintain one animated object at a time.
Animated Objects have the following restrictions and capabilities:
This Effect is not obvious, and the only sign you are using an Effect is Audible Muttering. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Daisy’s spirit has merged completely with that of an arctic hare, granting her enhanced hearing and resistance to cold.
You gain the following benefits at all times.
You are permanently and visibly transformed: Daisy has a light coating of fur, and a larger “collar” of fur around her neck. You are considered to be a Sapient, Living Creature when targeted..
Your body is adapted to hearing / listening. You receive +3 dice on non-attack rolls related to hearing / listening.
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)
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
Saša seems to just shrug off most illnesses with little to no reaction.
The Akuloth is a tape-worm like creature that was fed to Saša's mother while she was still pregnant. The creature latched onto Saša's still developing spine, fusing with it. It is now functionally invisible, except for those who know what to look for during a surgery.
The Akuloth is able to shield Saša from illness and any other bodily ailments by consuming them.
You gain the following benefits at all times.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects:
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.
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying:
The mutant has gained some control over their genetic instability, allowing them to trigger a mutation at will. When the need arises, their flesh warps and twists, and a new mutation manifests that is suited to whatever obstacle the mutant happens to be facing at the time.
Spend 30 minutes. You may only target yourself. 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:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon 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.
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.