When performing a detailed medical examination, Liam is occasionally assisted by the ghosts of the departed, who whisper detailed information to him. If someone is very sharp, they might also hear these whispers.
Exert your Mind and spend a minute. Select a Sapient target within arm's reach. At the end of your investigation, roll Intellect + Medicine at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
Violence. The authority from which all other authority is derived. Why do people care about being in debt? because the debtors will break their knees. Why do people care about paying their bills? because other people will take things away from them.
This rage has taken form in the blood thirsty mania of Raymond Nagant, and he is ensuring this particular problem comes home to roost.
You gain the following benefits as long as You are in your alternate form and you are engaged in combat with melee weapons.
+2 dice to all rolls with melee weapons. You may Defend against firearm attacks from any range using melee weapons.
Possession of this Power grants the following Trauma at all times: Chop chop: When presented with a figure the next step up from you on the corporate ladder, you must be plotting to kill them but may exert your mind to pass up a chance and bide your time when an opportunity to do so presents itself..
You also gain the following effects:
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.
David holds up a scrap of bloody Tshirt, and focuses on the memories of his dead son, calling his spirit to him. Bobby’s spirit appears as a flickering overlay on top of David’s body, and is raging. However, Bobby’s spirit looks exactly as his body did in the aftermath of the car crash that killed him.
Exert your Mind (unless you win a coin flip) and spend a Quick Action. You must actively and obviously use A scrap of the T-shirt Bobby was wearing the day he died. David will have one on his person, and a bunch of these at home from which he can requisition one over a Downtime. to activate this Effect.
You transform into Possessed by Bobby’s Ghost, obviously and visibly for 30 minutes. You have access to all of your Powers while you are Possessed by Bobby’s Ghost, obviously and visibly, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 1. Your Stress is reduced by 2.
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Bobby appears hovering and flickering as an outline over David’s form, looking exactly as he did the way he died: A 16 year old boy, covered in cuts and bruises, with lifeless eyes and a snapped neck..
The words are damaging, as your body reacts to the resonant waves of sound flowing through the air as it paces beyond the speed of sound to heating up the air akin to the sound of 808 type beats.
Spend an Action. Select a target within 50 feet. You must actively and obviously use Mic to activate this Effect. 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.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Possession of this Power grants the following Trauma at all times: Mate, it's just me: If the opportunity presents itself and ZedMan faces the choice between himself or his allies, blood is thicker than water: he will never turn his back on family unless he rolls a Self-Control roll and botch/fails.
Eddie has discovered how to focus the potential energy of his powerful explosive abilities into a very hot, very thin blade of plasma.
for Eddie
Fire cancer made his blood toxic
Plasma made him just a little more speedy
You gain the following benefits at all times.
You are permanently and visibly transformed: Slowly Flickering Orange Irises. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1.
Your body provides you with the functionality of Plasma Cutter. If used to attack, these "tools" use the same stats as a small knife.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind (unless you win a coin flip) and Spend an Action. Select a Living target within 45 feet. Roll Intellect + 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:
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.
You cannot investigate the same target more than once per day.
The magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.
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 Objects 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 influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects: