Dr, Rockman, points and waves his stick at a target and they are covered in white divine fire. The fire burns through objects and monsters of evil but leaves innocents unharmed as the fire is cool to them. The fire is fueled by the sins of the target as it burns them and their crimes away.
Evil; Your target is a Sapient and missing the Murder or Atrocities limits, or a monster that kills humans
Spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). This Effect cannot be used unless in angelic form and the target is Evil.
You may start a new fire as large as a firepit's fire at your target. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be depleted by any Damage dealt, destroying the Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
This Gift's Cost is capped at 2 and cannot be increased further.
Nari can heal the damage, but it is still apparent that something happened. Nari must be touching the area that they are going to repair for it to work. What is being healed glows for a few moments, then healing process begins. It takes over an hour for the body to repair itself, but this happens on its own. Nari is not needed to be around for the process to finish.
However, once it is done, the body does not return to before. If a limb is lost and regrown, there will be markings on the skin akin to scars. If skin was burned, it will grow back, but be discolored. There is no more pain or damage, though.
Exert your Mind and spend an hour. Select a Living or Animate target within arm's reach. 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.
Healing a Battle Scar in this way leaves behind leaves the body visibly marked in some way (varies due to injury) on the target which cannot be healed.
Although nothings likes supernatural, a careful eye can spot just how good Yuri is with a sword. From the way he moves to the way he swings at a target it all screams like he is an expert with the sword.
You gain the following benefits as long as you are engaged in combat with Swords.
+2 dice to all rolls with Swords. You may Defend against firearm attacks from any range using Swords.
You also gain the following effects:
It would be improper, nay, even absurd for the Emperor of the United States of America to fall victim to the machinations of those who would attempt to influence him - fortunately, when acting in his Imperial Role, Issac is quite inured against such perfidious trickery!
You gain the following benefits at all times. You must actively and obviously be using Imperial Regalia to gain the benefits of this Effect.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
Years of rigorous police training have sharpened your marksmanship to a lethal edge. In the heat of battle, you can expertly control your shots, deciding with cold precision whether to merely wound or incapacitate. Each bullet you fire isn’t just a weapon, but a tool to expose the true nature of your target—reflecting their intent and fate in the injuries you inflict. You understand the power of restraint and the impact of force, making every shot a deliberate choice in revealing the darker truths that lie beneath.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
In one swift motion, your body seemingly melts away.
Exert your Mind and spend an Action to activate.
You transform into Transparent slime-like substance for the next hour. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. It is not necessarily obvious that your transformed state is an unusual phenomena or that it is acting with singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Damage from standard attacks is halved, but damage from AOE effects is increased by 1.
You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You may turn this Effect on and off at will during its duration.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Your whole body starting to melt.
After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.
The Thief casts a container's worth of fine powder into the air. The particulates are drawn to any sort of object that is designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc. The powder will not trigger these devices or interfere with their operation, but it does reveal their presence to the Thief.
The cloud drifts and swirls, subtly following the Thief for a minute.
Exert your Mind and spend an Action. You must use up a container of fine powder in order to activate this Effect.
You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 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.
You also gain the following effects:
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every 6 hours. 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.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.
The beastmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and glow red like a dog's. While in this heightened state, they may sense heat signatures and triangulate the tiniest sound.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.