Danya focuses on the organs in the abdominal region of the target. Her arms are held up in that direction with her left hand open, and her right hand clenches into a fist. Her eyes flood with a red colour as if they were bleeding. The internal organs of her target are clenched together and damaged. This could potentially rupture the organ(s) or crush them completely.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Living target within 50 feet. Roll Intellect + Medicine Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the victim experiences great pain and coughs up blood with chunks of their innards. Danya’s eyes are flooded red in a demonic way during the casting.
Zeppelin responds to whoever communicates with him.
This Effect activates whenever the blimp is talked to. It does not require an Action or Exertion. Select a target within 300 feet of you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.
You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.
The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
The target's head must be mostly intact and facing upwards. Seraph sits on her knees and uses a blade to slit her right wrist and pour the blood into the mouth of the target. The skull of a goat sprouts from her head as she chants in tongues. At the end of this ritual, the targeted injury rapidly heals over a few seconds.
This gift's source is a magenta cross tattoo on Seraph's right arm. When this gift is activated, the tattoo glows with energy.
Take a Severity-1 Injury and spend 1 minute. Select a Living or Dead target within arm's reach. You cannot target yourself. This Effect cannot be used unless the target is dead. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + 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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on the same patient.
If you begin healing an Injury on a target that has been dead for less than a minute, and your healing reduces their Wound Level to a non-lethal level, their life is restored.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see (In description).
Genero electricidad estática.
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 Anything of enough importance in the life of the target of the target. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. 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.
You cannot investigate the same target more than once per day.
Moe’s ongoing mutation has altered his brain chemistry. He now has the ability to completely disregard physical and mental strain, but his mental state and self control have deteriorated further…
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Possession of this Power grants the following Trauma at all times: When faced with a new opportunity to kill your opponent in combat, you must succeed a Self-Control roll to resist.
The Martial Artist has, through harsh training, reached a high enough level in his art that he can now strike through Iron as he would Flesh
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 +0 Bonus Damage Weapon Damage (instead of -1). The target's Armor is fully effective against this damage.
You also gain the following effects:
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:
The survivalist spends a moment setting up a makeshift booby trap. The tripwires and pressure plates are so expertly hidden, they can only be noticed by those who have fallen victim to them before.
The victim is hit with a tiny curare dart. Pain wracks their body as a potent neurotoxin spreads through their veins.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 300 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.
The trap looks like a tripwire, a pressure plate, or a hidden switch. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
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 + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.