Nocturne of the Hollow Mind gently coaxes the listener into a deep, dreamless sleep—leaving their body pliant and mind hollow. In this vacant state, the caster’s will slips in like mist, guiding the sleeper's movements as if they were a marionette on invisible strings. The spell is as elegant as it is unsettling, a perfect tool for those who prefer quiet control over brute force.
Spend an Action. Select a Living target within 30 feet. You must actively and obviously use My Guitar to activate this Effect. Roll Charisma + Performance at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, your target becomes drowsy for the next 30 seconds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep as long as you maintain Concentration.
Sleeping targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking Damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
The target can be compelled to take physical actions and use their senses by other Effects, and they will still remain asleep throughout. If this occurs, they will be obviously sleepwalking to anyone who observes them.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The Zed-Man starts freestyling, or hands out his mixtape and EP, perhaps even chill in his studio while they make a collab. In any case, on the field, his voice akin to the sirens of tales, he gifts those who suffered with the song of his own: Freedom!
Exert your Mind to activate. Select a Living target at any distance, provided you are able to communicate. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may replace one of the patient’s revealed Traumas with a new Trauma: Compulsion to turn every conversation politically against the government.
Your patient is required to Bourgeoisie Zed: At some point in conversations, when conversing with a person of obvious leadership over a group of people; Point out the flaws of their current government system and advocate for an anarcho-socialist society in which the ruling class should step down; for the next month. If they violate this rule, your treatment is immediately reversed.
You may heal a Trauma on any number of targets with a single activation of this Effect, but any Traumas which you treat are revealed to the entire group.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target 50 feet. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
When Huey activates this heightened sense, his pupils dilate unnaturally, taking on a faint, luminous amber glow a subtle reminder of his lycanthropic nature. To anyone paying close attention, his gaze becomes eerily focused, as if peeling back layers of reality to notice details others would never perceive.
When the ability fully kicks in (especially when Huey Exerts his Mind for an automatic Outcome), the world seems to slow down from his perspective. Colors become sharper, sounds more distinct, and every movement in his surroundings appears exaggerated, as if caught in the crosshairs of an apex predator.
Huey’s curse as a werewolf has sharpened his instincts far beyond natural human limits. Over time, this heightened awareness evolved from a mere survival tool into something far more powerful an apex hunter’s intuition that allows him to read the environment like an open book.
His senses don’t just extend outward they pierce through shadows, fog, and the veil of human ignorance. The downside of this heightened perception is that some horrors can never be unseen; each time his instincts save him, his mind pays the toll, teetering closer to the edge of trauma with every unspeakable sight.
Whether it’s spotting a threat from twice the normal distance or catching a glimpse of the supernatural where others see nothing, Eyes of the Predator turns Huey into a living radar for danger and the consequences of what he perceives could haunt him forever.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Connecting to time, Amaranth is learning how to manipulate his connection to it's flow and while he's yet to figure out how to make it go backwards he has been able to make it go forwards and now with that solidly figured out he is able to stampede his way through just about any situaiton just much much faster.
Exert your Mind and spend an Action. You must actively and obviously use A time piece to activate this Effect.
Lasts 1 hour. Whenever you use your Movement, after all other calculations, the distance you may travel is increased by 25 feet.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
The hands of the user become visual distorted, blurring as they move.
You gain the following benefits as long as engaged in combat with shotgun.
+2 dice to all shotgun rolls.
You also gain the following effects:
Over the years of hard work in the mines dwarfs have made the ability to become stronger and gives the ability to flex and use there strength to their advantage.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
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.
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 aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.
The psychic can glean various important details about a person simply by engaging in a short conversation with them.
Spend one minute. Select a Sapient target within 20 feet. 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 + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is spoken aloud in conversation and made publicly available.
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.