When performing a detailed medical examination, Liam is occasionally assisted by the ghosts of the departed, who whisper detailed information to him. If someone is very sharp, they might also hear these whispers. Like most Medical Exams, this process takes some time & can be easily resisted.
Spend one minute to activate. Select a Sapient target within arm's reach. You must continuously interact with the individual in question in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Effect is not obvious, and the only sign you are using an Effect is whispers of the dead. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift's Cost is capped at 2 and cannot be increased further.
The decades of war made him to a meanece on the battlefield
You gain the following benefits as long as you are engaged in combat with melee weapons.
+2 dice to all rolls with melee weapons. You may Defend against firearm attacks from any range using melee weapons.
You also gain the following effects:
Taking the Arm and the Eye did not just ease the pain. The socket stoped the bleeding, the eye let me see. The flesh of her forearm let me live, but the muscle let me fight back. Taxidermy more than surgery, but it works just as well.
Exert your Mind and spend ten minutes to activate. Select a Living target within arm's reach. You must use up The same type of body part as what is scarred/damaged, taken from a fresh corpse or surgically removed in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar will heal over the course of the next week.
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a half hour. Select a target Object within arm's reach. At the end of your investigation, roll Intellect + Thievery at Difficulty 6.
You learn all the following information about your target:
Possession of this Power grants the following Trauma at all times: It's All Mine Roll self control to not attempt to automatically steal whatever this is used on.
You cannot investigate the same target more than once per day.
Lucan dissolves into a floating cloud of dark blood. This cloud then forms the shape of a falcon as Lucan emerges from the cloud as a white gyrfalcon.
Exert your Mind and spend an Action.
You transform into a Gyrfalcon for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
For everyone except the target, there is no visual component to this gift. For the target, however, they will watch as reality begins to crack, the fissures emanating from the user (or the user's method of communication). The cracks encompass everything that the target is able to see, before quickly shattering, revealing a lively cosmos underneath the world. Looking around, the target will be able to identify that they are in an altered version of our familiar solar system. The planets are closer together, bridges that span miles of empty space connect distant celestial bodies, lights line every planet in the system, spaceships navigate through the depths, unfathomably large superstructures dot the horizon, and the stars shine brighter than they ever have before. In this sight, humanity's indomitable will and the true beauty of the cosmos are revealed to the target. The target spends hours here, watching an idealized version of the world revolve as the user's disembodied voice talks to them about their traumas. As the session comes to a close and the user makes the roll to determine the outcome of this therapy, the paths diverge.
If the roll succeeds:
The sun starts to grow, before combusting and bathing everything that the target can see in a white light. The target feels a comfortable warmth on their skin as they are briefly blinded. When their vision returns, the target will find themselves returned to where they were before the therapy began, feeling lighter. The warmth sticks with them for a while afterwards.
If the roll fails:
The sun runs cold, and the universe follows suit. Where once there was a bustling universe, there now sits a lifeless corpse. The target stays there for a moment, before the darkness becomes too overbearing to remain. The target opens their eyes, and finds themselves where they were, their traumas still plaguing them.
This gift was manifested through a combination of Andromeda's dream of a cosmos that's at her fingertips, and her desire to help the people around her. She imagines a world where everyone has achieved her dreams, hoping that her realized passion will have a positive impact on her friends.
Andromeda is aware of the vision that she gives the target, though she has not actually seen it herself.
Exert your Mind to activate. Select a Living target at any distance, provided you are able to communicate. You cannot target yourself. Over the course of one day, 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 + Occult 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.
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level each hour. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
True to their namesake, the hacker can penetrate the security of any computer system, granting access to its informational stores, or, in a pinch, allowing them to issue commands. The hacked system will display a flickering image of a ghost until it is dismissed.
While hacking, The Technician's fingers move with supernatural speed, blurring like a ghost.
Exert your Mind and spend 1 minute. Select a Computer within arm's reach. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.
Every hack you make leaves behind a flickering image of a ghost in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult 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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.
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.
The doctor is a master at surgical transplantation. As long as they have a donor part, they can replace any permanent, lingering battle scars on their patient. Of course, the transplanted part doesn't always match, and the patient must be careful to follow the doctor's aftercare orders, or the replacement will be rejected.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up a donor body part matching the injured area in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
Healing a Battle Scar in this way leaves behind a mismatched replacement on the target which cannot be healed.