Tabby seduces the target using her vast knowledge of the occult as she commands the target to partake in actions, sometimes, in a very literal fashion.
Exert your Mind and spend at least one Action. Select a Human target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Occult 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 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, a conditional request, and an abstract goal. 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.
As Nathan breathes out, he vigorously incants in his mind, his finger guiding the fiber on his target. His target notices the red thread emanating from them form a loop around their wrist before heading off elsewhere.
Warded against harm, would-be deadly threats find themselves unable to land onto the target, whether it be through circumstances of good fortune or preemptive movements of the body.
When the protection is exhausted, the target sees the string naturally unravel from their wrist, returning to its state of drifting off to elsewhere.
Red string being worn around the wrist has been commonly done for luck and providence of the body, the color seen as auspicious.
Spend an Action. Select a Animate target within arm's reach. This Effect cannot be used unless the target is Marked by you. Roll Intellect + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Effect is not obvious, and the only sign you are using an Effect is Nathan drawing a circle with his finger. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Mansquito’s mutated body possesses super humanly powerful adrenal glands, allowing him to put on intense bursts of speed for a short period of time, making even the fastest creatures look slow by comparison.
You gain the following benefits as long as In Combat.
You can run at two times your normal movement speed.
Somewhere along the way, something fundamental changed about him. The things that made him human, that made him a person, he began to loose his grasp on them. Maybe it's just what the contracts required, maybe he had such a capacity for malice all along.
Letting his animalistic instincts take over, Goro forces himself into a fight-or-flight response. Adrenaline courses through his veins, his pupils dilating to match. As long as he remains in this state, his body seems to move of the way on it's own, dodging oncoming attacks with relative ease.
Exert your Mind and spend an Action. Roll Dexterity + Athletics at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome +4 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Effect is not obvious, and the only sign you are using an Effect is your pupils suddenly dilate. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Possession of this Power grants the following Trauma at all times: Feral - Whenever someone touches you without your express permission, you must roll Self-Control not to violently lash out at them.
The Entomancer opens up a cup full of tiny insects and releases them into the surrounding area. A minute later, they march back to inform their queen of their findings.
Activation Roll: Intellect + Entomancy
Exert your Mind and spend a minute. Investigate an area with a radius of up to 500 feet You must use up a cup of bugs in order to activate this Effect. At the end of your investigation, roll Intellect + Alertness at Difficulty 6.
You learn the following information about the area:
Possession of this Power grants the following Trauma at all times: Human Stain - Your dreams are filled with humans and their evergrowing hubris. (Nightmares).
You cannot investigate the same area more than once per day.
By awakening the knowledge of Ki, or spirit energy, a wielder can begin to enhance the motions and actions of their physical form with this invisible force. To onlookers, it would appear as if the user was moving at impossible speeds, blurring into motion with impossible reaction times.
Ki, the power of the spirit, is an invisible force present unknowingly in all things. In most cases it is entirely unused and remains completely in the background. For those that strive to reach the pinnacle of Martial Arts, however, it is the fuel of the soul and the ultimate weapon.
As an Initiate into the power of Ki, the user begins to enhance their basic actions. As their mastery improves, so too will their capacity to leverage their Ki for power.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +4 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.
The priest channels their true faith into a brutal assault on the consciousness of demonic or unholy creatures. By wielding their favored holy symbol, a gilded crucifix, they can put a proper fear of god into them, leaving them cowering at any truly holy things they encounter.
Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Brawn + Alertness Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a Trauma of the GM's choice.
This trauma cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living or Animate target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
All alterations you make must damage the target's knees.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.