This was Valery's first sign that she was special. She had always had an aptitude for knowing way too much about death, but in the hospice she could just... ease them gently into the next world. Those who are effected by this ability can see a form overlapping hers, varying on where their soul will go after they die. For those who told her what she looked like in the hospice, it was usually some sort of angel, but it can also appear as a dark hooded figure, a flaming demon, a loved one who passed before, a being to whom they sold their soul, etc.
Spend an Action to activate. Select a target within 45 feet. This Effect cannot be used unless The target must be close enough to death that using this power would kill or destroy them. If you do not deal enough damage to kill or destroy them, your action is wasted. Roll Intellect + Occult Difficulty 6. The target may contest by rolling Mind, Difficulty 6.
If the contested Outcome is positive, the target takes that much damage plus 3. Armor is fully effective against this damage.
This Gift's level is capped at 2 Gifts and cannot be increased further.
The old man whispers to and touches the plant. It uproots itself and is stems move with life.
Yvon stirs the spirit of the plant Animating it slightly as its mind gains the power to follow the green father's command.
Exert your Mind and an Action. Select a Plant within arm's reach 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 maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
If properly examined, the outmost layer of the animal can be seen gleaming silver.
During the transformation elemental metal get's incorporated and acts as an invisible armor.
You gain the following benefits as long as you're transformed.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Obedience may jerk Grace’s body out of the way of incoming attacks, or swat them away completely. She becomes a little more “present” as she does so, brighter for just the flash of a second it takes her to deflect the damage.
Obedience would do anything in her power to protect Grace. It’s not just because Grace is what keeps her tethered to this world; they are best friends, and their bond is what makes them stronger in more ways than they can count.
You gain the following benefits at all times.
You have 4 Armor, which reduces incoming damage from all sources of physical attack except Fire. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
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.
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 mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your appendage has a grip that is hard to shake. While grappling a target, when contesting their physical actions, you may roll your full dice pool, but it only counts as a Quick Action.
Your Extra Appendage is incapable of fine object manipulation.
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 roadie at your location. They will 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 1 minion active at a time.
You may only use this Effect once per day.
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
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 considered a Free Action.
You also gain the following effects:
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.