The detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.
Exert your Mind (unless you win a coin flip) and spend at least one Action to activate. All Sapient, Living targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Outcome in minutes. 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-endangering or self-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
They call her the "Boneman."
What? Why? She some kind of whore?
Shh. Shut the fuck up. Don't let her hear you say that, you'll lose a finger. No, but she'll fix you up. Set your bones right, stitch things together like a miracle - hurts like hell, though.
Exert your Mind and spend 1 minute to activate. Select a Living target within arm's reach. Your target must also Exert their Mind to activate this Effect. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
Due to the nature of his botched Embrace, Elías is unable to reach his full potential without a Harbinger's Reward. With each Gift, Elías will grow further into his role as a hunter of the night.
His heart stops beating whenever he drinks the blood of his victims, sating himself on the raw emotion of a sapient, becoming something suspended between life and death. Drinking in those fears, though, comes with risks. Humans have long believed that silver can stop a vampire, and as long as Elías continues to drink their blood, those superstitions will be his downfall.
The Gift of Baba Yaga's Storybook has bestowed the Fledgling with a supernatural physique and sharpened fangs. His strikes are capable of delivering an incredible amount of force and his teeth can easily become deadly when a target has left themselves open.
You gain the following benefits as long as you've drank human blood within 24 hours.
You are permanently and visibly transformed: Sharpened Canines. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1 and your Dexterity is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You may make a +2 Weapon Damage Fist or Fang attack without additional equipment.
Possession of this Power grants the following Trauma at all times: Subsumed Fears - Whenever you feed, Roll Self Control: On a failure or botch, you gain a Trauma-like Condition based upon the target's fear for the next 24 hours.
The Severity of any Injury caused by Silvered Weapons is increased by 2.
He can also fight, very helpful for a superhero.
You gain the following benefits as long as A roll must be made to absorb light for power. and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
Litia takes a step and vanishes into thin air. Her body just poofs out of existence, no sound, no flash, nothing. Like erased from the timestream. She will appear in the same spot anywhere between 1 and 12 seconds later. Time travel, simple as that.
This does strain the fabric of reality a lot, so she can't use it too often, but it is a very welcome tool.
Exert your Mind and spend an Action.
You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You may only use this Effect once per day.
When activated there is a visual tremor that shudders through the substrate the nail is embedded in - this immediately bring on the fear of enclosed spaces in all those effected. Edgar sets the trap by scratching a sigil on the head of the nail, then hammers it into a surface with his fist. Anyone who concentrates on the sigil can freely pass these traps without setting them off.
Exert your Mind and spend an Action to trap a region of any shape that contains your current location and fits entirely within 20 feet. This trap lasts until triggered or disarmed. This Effect cannot be used unless must be placed in an enclosed environment. You must use up a coffin nail in order to activate this Effect. Roll Charisma + Influence Difficulty 6.
The trap looks like a coffin nail driven into a surface. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Sapient target that enters within 20 feet will trigger the trap. All Sapient targets within 20 feet of them are also affected. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If your Contested Outcome is positive, affected targets takes 1 point of Mind Damage and gains a new Trauma of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.
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.
The mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
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).
Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects:
The aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
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.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.