Filled with the holy spirit, Jarrod can't go anywhere that he is not understood, where he may spread the good word. Jarrod will begin speaking in the language of whomever he is speaking to, and will be able to understand anyone he hears.
You gain the following benefits at all times.
You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language.
After years of self harm, Bob barely even notices the pain enough to be effected by it. Instead he takes pleasure in the fact that people can finally release their aggressions, especially at his expense.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
Emily does not remember the night she drank from the Red Grail.
Her body does, however.
After a certain party, where she asked Gen-Wyld for better mods - and a willingness to pay, of course - she was denied. After ~~storming out~~ leaving the party, she was approached by another. He offered what she wanted.
Attending a ceremony of the Red Grail, she was offered a chance to drink from it. And she did.
She only remembers what else happened that night in her redmost dreams.
She awoke the next morning in her bed, her body aching. Her fur and bed both soaked with sweat and other fluids. Her muscles - her entire body - bulges and there's a soft feeling of electricity in all of it.
She just hopes the tremors in her paws go away. Cyclobenzaprine seems to help with that.
You gain the following benefits at all times.
Your Brawn rating is increased by 2. 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: The Red Grail's Worship: You must roll self-control to not partake of any hedonistic vice offered.
You also gain the following effects:
Mira's jokes are so bad they make people fall asleep :3
Better description:
Mira awkwardly shuffles onto the stage, adjusting the microphone and clearing her throat. The mic rings throughout the room, Mira taps it, "Hello everyone!", "Why don't oysters donate to charity?" .... silence .... "Because they're SHELLFISH!" Mira struggles to contain her laughter at her own joke, the crowd is dead silent.
This goes on and before long nearly the entire crowd have fallen asleep. Mira looks at the crowd, dejected and steps off stage...
Spend an Action. Select a Location within 30 feet. All Living targets within 20 feet of the chosen location are affected. This Effect cannot be used unless Mira is performing in front of a crowd of people or on a stage of some sort and Mira is making jokes continously for at least 1 minute. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll Charisma + Influence at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, affected targets becomes drowsy for the next 30 seconds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Outcome x 3 minutes.
Sleeping targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking Damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
When activating this Effect you may attempt a knockout. If you do and your Contested Outcome exceeds 4, the target falls asleep immediately. Otherwise, they suffer the drowsy penalty for 2 Rounds.
This Gift's Cost is capped at 2 and cannot be increased further.
Bill is well practiced at reading people, and can use subtle clues from dialogue and body language to discern someone's desires, as well as whether or not their behavior is being influenced by a deal or contract they are subject to. He must be engaged in conversation with someone in order to pick up on these details, and someone paying close attention might notice him making an unusual amount of eye contact with his target.
Spend a 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 Charisma + Influence at Difficulty 6.
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 somewhat excessive eye contact. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Any information you gather is spoken aloud or heavily implied during your conversation and made publicly available.
This Gift's Cost is capped at 2 and cannot be increased further.
Threads of shadow stitch across your open wounds, numbing the pain somewhat, but mostly just holding your body and mind together at the seams. You can certainly keep going, but you might try to actually repair the damage before you fall apart entirely.
Exert your Mind and spend an Action.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
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.
The seasoned necromancer's darkest art spits in the face of the natural order. Given sufficient preparation, they may temporarily revive any dead individual.
Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach that has died within the last month.
Your target rises as an Animate being. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Attributes are all the same as they were in life. Raised creatures have access to any Effects they had in life.
You may only use this Effect once per day.
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you are not in direct sunlight and you have fed on fresh human blood in the past 24 hours.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Your Injuries no longer degrade with time.
The Severity of any Injury caused by fire and heat is increased by 2.
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
Sapient targets can resist by rolling Mind at Difficulty 6.
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Flight is brief but quick, and she must return to the ground in one minute.
Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying: