After spending decades shrouded in cursed magic, the curse has been amplified by the harbingers gift and has infused into Gigglegrins very flesh. Allowing him to slough off his skin in a plume of inconspicuous black magic, and get his own personal kill count recap! Unfortunately those security guards watching thhe CCTV recordings may not share his enthusiasm about that...
Spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless the target destination will not cause you to be visible to any animate beings and you are not currently visible to any animate beings.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
Instead of physically passing through the air, you are teleported directly to your destination. You may hop to the other side of walls or escape grapples but can travel no farther than 3 feet when doing so.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see your skin stretch and melt off layer by layer, as it quickly dissapates into a neigh imperceivavble cloud reddish-black magic. Inside the cloud the faces of all Gigglegins victims appear, pained and in agony.
Possession of this Power grants the following Trauma at all times: Memorable: If you were to introduce yourself to someone under any name, and they later forget that name or you, roll self control to not physically or mentally harm them.
Big Benjamin has been malformed into the shape of a simple 100 Dollar bill due to a poorly botched summoning ritual. the only difference between him and a normal modern 100 bill is the serial number labeled as 6666666 and a slightly frowning Benjamin franklin.
You gain the following benefits at all times.
You are permanently transformed into 100 Dollar bill.
You can perceive your surroundings as normal, and you may control the functioning of the object you have transformed into (for example, opening your doors if you are a car).
If you are broken, you cannot take any Actions until you are repaired.
If anyone wields, equips, wears, or uses you while you are transformed, you may take physical actions using their body. Your Action comes directly before theirs in Initiative, and all rolls are made with your stats. You may opt to utilize your Action to "help" your host, allowing them to use your dice pool for their chosen Action.
You can use any Powers that do not require movement on your own. You must be wielded or equipped to use other Powers. You cannot use Artifacts or Consumables, but if you have transformed into a Legendary Artifact, you may use the other Effects attached to it.
Your passive Powers affect anyone who wields you.
When he is struggling with something that shouldn't be strenuous, he tenses up, straightens out, and does it with ease, but always walks away with a small headache.
Thalassophobia is the fear of deep bodies of water, such as ocean, sea, and large lakes.
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 Trauma at all times: Thalassophobia (Fear of oceans, large lakes, and seas).
You also gain the following effects:
Once, there was a man named Victor Green. He was a lonely man, isolated and withdrawn, and he preferred it this way. His one passion in life was the study of the occult, spending countless hours on research, mastering several languages just to find out more, eventually even betting his very life in a bid for yet more knowledge and with it, power. Unfortunately, he died, his soul parted from his body and cast down to the depths of the afterlife, until eventually, he found a way back. Reborn in a new body, Victors past life appears only in fragments, odd bits of knowledge that his new self, Neil, possesses without ever learning, promises unfulfilled that he simply must complete. But every day, as he rises from his slumber, Neil feels this voice in the back of his mind, whispering, saying, "I Remember".
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
While interrogating a target, Andrew always finds the truth in what they are saying.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift's Cost is capped at 2 and cannot be increased further.
Loyabard whispers honey sweet words that slowly fall out of his mouth and weave the same restrictions between him and his victim. For the next hours both are vulnerable to the affects of whatever devices loyabard instills as part of the influence and must be upheld to the letter of the law.
Exert your Mind (unless you win a coin flip) and spend at least one Action. Select a Sapient target within 20 feet. You must actively and obviously use Writing implement to activate this Effect. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Influence 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 the letter-- but not necessarily the spirit-- of the command until they have completed it or for your 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 and a conditional request. 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 may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
Possession of this Power grants the following Trauma at all times: "When in the presence of anyone with upper-class wealth or power you must make a self control roll to prevent yourself from attacking them"..
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
The Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
The Severity of any Injury caused by electricity is increased by 2.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store units of water in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this Damage.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
This Gift's Cost is capped at 2 and cannot be increased further.
The influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet.
You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.