Through its physical tethers, its vessels, The Spirit of Film Noir can act freely. While Frank serves as The Spirit's main form, it's able to briefly take root in the bodies of others, embedding itself just beneath the skin. It's willing to divulge information with Frank, even throw off its temporary hosts movements, all at the cost of a smoke break.
Spend an Action. Select a Animate target within 300 feet. You must use up a cigarette in order to activate this Effect.
Your target is marked with a greyscale spot. Your mark can be discovered if the target is inspected visually. Removal inflicts a Severity 1 Injury on the target.
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.
As gehrman focuses on his prey, he will death knell will help him in his hunt, by outlining his target's weak spots to shoot for.
Spend an Action. Select a target within 20 feet.
Your target is marked with a faint target sign on their weak spot. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. This Artifact can have up to 3 marks active.
You receive +2 dice to any rolls made against a marked target.
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.
If a target is unlucky enough to be shot by Enmity and live to suffer through it (and no other mark is active), the targets bullet-wound will intensely bruise immediately, turning the surrounding flesh a dull magenta. Nearby assorted carrion animals will be attracted to the promise of Enmity's stain.
This Effect activates whenever the target is shot via "Aspect of Enmity". It does not require an Action or Exertion. Select a target within 300 feet. “Your target should be intuitively based on the triggering event.
Your target is marked with the Stain of Enmity. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's vital status, injuries, direction and distance from you. This lasts for an hour, or until either the mark is removed, or you choose to end the Effect. This Artifact can have up to 1 mark active.
You may activate another Effect through your Mark as though you were standing at its location. This destroys the Mark.
You receive +2 dice to any rolls made against a marked target.
Like cards, Chance marks a target to keep track of. The card shark needs to find his fish, after all. Once a target is chosen, he reflectively does a bit of sleight-of-hand, mimicking the motions of applying juice daub onto a card, then it's hook, line and sinker, as images of where the targets are fill his head.
Spend an Action. Select a target within 20 feet.
Your target is marked with an unusually reflective spot. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
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 3 marks active.
You receive +2 dice to any rolls made against a marked target.
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.
Spend an Action. Select a Animate target within arm's reach. This Effect cannot be used unless must have a magnetic surface to attach it to.
Your target is marked with small magnetic disk. 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 the next month, or until either the mark is removed, or you choose to end the Effect. This Artifact can have up to 3 marks active.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
With so much viable prey around, how's a girl to keep track of the ones she really wants? Smudging a little bit of your makeup onto them to mark your territory is probably a good start.
(You don't actually have to kiss the target. Sometimes that's weird. You can just smear this mark onto their collar with your thumb if you want.)
Exert your Mind and spend an Action. Select a Animate target within arm's reach.
Your target is marked with a smear of lipgloss. 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 the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 3 marks active.
You receive +2 dice to any rolls made against a marked target.
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. Your target should be intuitively based on the triggering event. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, 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.