Vergil is nice to a literal supernatural degree, and through a combination of nearly invisible spores in the air that glow a light blue, and a healthy helping of empathy and emotional intelligence Vergil can ensure that the people he's around are in better mental health than any mental hospital in the world. Though blissfully unaware of its assistance by the mushroom parasite inside him, hey. What you don't know won't kill you... right?
Exert your Mind to activate. Select a Living target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you On a critical failure inflict them with Algernon's Flower.. 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 + Alertness at Difficulty 6.
If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Your patient is required to assist at least one innocent in the next month in a meaningful way for the next month. If they violate this rule, your treatment is immediately reversed.
Once per day per target, you may choose to use this Effect to stabilize a target's Mind. 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. In this case, Treatment takes 30 seconds and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
Once he licks the blood of his enemies, he induces a horrible trauma event, and before it starts, it looks like fire is rising from your eyes
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless has to taste the blood of victim (blood Hass to be 24 hours fresh). You must use up blood of the victim in order to activate this Effect. Roll influence at six at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a new Trauma selected by you (the GM can overrule you at their discretion). This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
Compel the target with your alluring voice. Only they will hear your command, to any one else, no sound leaves your mouth.
Exert your Mind and spend at least one Action. Select a Human target within 20 feet. This Effect cannot be used unless the target can hear the user's voice. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Performance at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
You must have some means of communicating this command to your target, but no one other than you and them will understand or perceive it.
You gain the following benefits as long as you have your example.
Your Brawn rating is increased by 3. 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).
Possession of this Power grants the following Trauma at all times: example.
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.
Francine summons her gift by pooling her blood on a surface, out of which which Eve will emerge. Eve appears as a tall and slender humanoid creature. It has unnaturally elongated limbs, and lacks any facial features aside from a pair of all-white eyes. Its body is made of pink fleshy muscle-like tissue.
Though it lacks a mouth, it is able to speak; where the sound originates from is unclear. Rather uncannily, its voice matches Francine's perfectly.
Increase your sacrificial Injury's Severity by 1 and spend an Action.
Summon the one and only Sapient Eve at your location. They last 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.
Possession of this Power grants the following Trauma at all times: Maternal Instincts.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The user grabs the target's wrists as they start freezing up, both the user and target's sweat along with the natural humidity in the air are used to then create brittle handcuffs that bind the target's hands together along with freezing their feet in place.
Spend an Action to activate. Select a target within arm's reach. Roll Intellect + Science at Difficulty 6. The target] may contest by Defending or Dodging.
If you succeed, your target will be restricted at their location by a physical, tangible binding. They can still move their arms and use Effects, but cannot move to a new location.
Restricted targets may escape their binding by spending an Action and taking a Severity-1 Injury.
This Gift's level is capped at 2 Gifts and cannot be increased further.
The mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.