When he throws a card, whether it be metal tipped or your average day cards, they always seem to be lethal with every strike.
You gain the following benefits as long as you are engaged in combat with Cards.
+2 dice to all rolls utilizing Cards.
You also gain the following effects:
Your teeth go from enamel white-yellow to stainless steel. Each and every tooth become as sharp as a kitchen knife fresh from the blacksmith. It IS a little hard to speak, but thats not what its really used for. LOL.
Spend an Action. Select a target within arm's reach. Roll Dexterity + Melee Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The grin of a troubled child with knives for teeth.
This Gift's Cost is capped at 2 and cannot be increased further.
Spending so long on the road, and so long with the cars that can take her down the road, the Route Witch can't help but know how to drive, and drive well.
You gain the following benefits as long as only works with vehicles of the road. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
Possession of this Power grants the following Trauma at all times: wanderlust: make a Self-control roll to stay in any town for longer than 24 hours..
You also gain the following effects:
"No but, really, why did I get in this madness?" rivers of thoughts flourishing inside your mind
"Monsters? Ghosts?" nobody told you about what you would have challenged
"I just want my money!" you're not even that strong! People around you can shoot with a precise aim, there's an almost invisible entity, a werewolf girl, and wayyy to many things going around
"I need to survive, I need to get home" just need to get back to your office, and do your daily boring tasks
"I'm not made for this"
You gain the following benefits as long as you have =<4 body and =<4 mind.
Your Stress from Injuries and Mind Damage is reduced to 0.
While Incapacitated, you may Exert your Mind to take a single action.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
Possession of this Power grants the following Trauma at all times: panic gets into you, you must roll self control to avoid running away or hiding from the source of the damage whenever you get hit.
Billy's flesh hardens to the point of resisting gunfire, a carryover from his days in the Old West.
You gain the following benefits at all times.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Grace's olfactory senses have evolved tremendously due to her bestial affliction. Similar to a shark, she possesses an extraordinary sense of smell allowing her to distinguish things from scent alone, enhanced eyes that can see perfectly in the dark, and special receptors that detect electric currents and neurological activity.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
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.
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 Witch summons a crow, whispers a message to it, and sends it off to deliver her words. Half an hour later, the crow arrives at the recipient and repeats her message aloud in its croaking, animal voice.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.
You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.
The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.
You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
You may turn this Effect on and off at will during its duration.
Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.
The musician pours their heart and soul into their music, giving others some much needed perspective and solace and all around good vibes. This can be a temporary easing of the mind, but with prolonged music therapy it can even permanently cure psychic damage.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. 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 remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.