It simply seems to be his massive brain clocking overtime to determine how to fix any injury with such precision it nearly re-bonds bones, arteries, even muscle and tissue.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. When you Activate this Effect, roll a single d10. If the result is 5 or lower, your target receives a Minor Battle Scar. 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.
Sally has found a way to go about sharing her magic with others. Almost a lesson to teach a spell, but the lesson is magic in of itself. Each spell takes up a heavy mental weight, but can provide enormous benefits to the user, such as deflecting attacks, or creating short blasts of lightning on an attack.
Exert your Mind and spend eight hours. Select a Living target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
The user of this gift begins to rotate their hand, ignoring their anatomy and making multiple clean rotations. When the user touches an object/material with the hand, the object/material physically twists, as if it was softened clay being molded by an unseen hand.
Upon waking up from the exhaustion of his first contract (and his newly gained narcolepsy) he looked at his hand. It was spinning. It spun counter-clockwise, at a rate of about 30 rotations per minute. Despite this, the bones in his wrist was not breaking and the muscles in his wrist were not tearing, as if his body was meant to turn like that.
When he reached to turn off his alarm clock, the rotation that the clock underwent was not harmless.
Exert your Mind and spend an Action. Select a Non-Sapient Object or piece of an Object or structure within arm's reach no larger than a purse (5 liters). Roll Dexterity + Occult Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
Power over the wax curse allows you to infect others to varying degrees, touching them with the intent to spread wax onto their body allows you to do so. Wax covers the affected area causing as little as irritation to losing bodily functions such as sight or movement.
Exert your Mind and Spend an Action. Select a Living target within arm's reach. Roll Brawn + Occult 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:
You may affect up to 3 targets within range.
If two or more of your targets are touching and more than one fails to resist, you may conjoin them where they touch. This counts as a shared Battle Scar.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The Battle Scars you inflict manifest over the course of the next minute.
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.
You can easily tell whether something is magical or not because if they’re the former, chances are they’re a Plot Device! And you know the tropes, you know how these things tend to go. Maybe. There’s always subversions, but typically you can easily figure out that the giant laser gun needs special laser gun fuel or that the glowing dagger holds a deadly curse. Tropes!
Spend a minute. Select a target Object within 25 feet. You must actively and obviously use glasses to activate this Effect. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
This Gift's Cost is capped at 2 and cannot be increased further.
You cannot investigate the same target more than once per day.
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance 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.
The mutant has gained some control over their genetic instability, allowing them to trigger a mutation at will. When the need arises, their flesh warps and twists, and a new mutation manifests that is suited to whatever obstacle the mutant happens to be facing at the time.
Spend 30 minutes. You may only target yourself. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.
The Skeleton Key slips easily into any keyhole and turns without a fuss.
Spend an Action.
You may lock, unlock, and/or open any number of doors, containers, knots, or locks within arm's reach of you. Cannot be used on Alien technology.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
The Ninja always prepares a few smoke bombs ahead of time to get out of sticky situations. They can fill a room with smoke in an instant and last long enough for the Ninja to make an escape or find an opening for attack.
Spend an Action and use up this smoke bomb.
You create a hemispherical dome of smoke originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways: