While this gift presents no outward appearance, the user's own perception of the world changes. The night sky looks different to the user after they have received this gift. The stars and nebulas look brighter, clearer, more defined. It's almost as though the user is able to see the night sky in its complete form, unobscured by the existence of light pollution. In fact, if the user focuses hard enough, they may be able to make out a few stars even in the day time. It truly is a sight to behold.
Andromeda gained this gift after looking through her newly repaired telescope (courtesy of The Friend). Bearing witness to the true appearance of the Andromeda Galaxy through her observatory's telescope left the child speechless, and opened her eyes to what the stars truly are.
You gain the following benefits at all times.
Your Perception rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Claustrophobia - When faced with a tight or narrow space (ie. an area where it is impossible to walk side by side with another person, or an enclosed area without an obvious exit), you must succeed a Self-Control roll to traverse it. If you fail, do anything in your power (short of directly harming others) to avoid entering that area. Alternatively you can Exert your Mind to overcome your fear after initially failing your Self-Control roll..
You also gain the following effects:
You were born with dangerous implements made to rend prey. Sharp teeth to tear, long claws to slash, a long tail to smash.
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 +2 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.
Zack reaches out their hand to the target, skin bubbling and twisting with primeval disease. Stopping just short of full contact with the unfortunate victim, a sense of doom invades the senses as necrosis, the plague, all manners of evil substances attempt to invade the victim’s body.
Exert your Mind and Spend an Action. Select a Living target within arm's reach. Roll Charisma + Occult at Difficulty 6. The target may roll Body, 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:
Through the whisper of the Jiaojing that coils within him, Zhong de Pianzi bends emotions like incense smoke. Fear becomes awe. Doubt becomes faith. Rage becomes reverence. Those who hear his voice feel as though their emotions were always meant to serve him—because in his presence, they were. His calm is sacred, and his fury…divine
Exert your Mind and spend an Action. Select a number of Living targets equal to your Charisma within 45 feet as well as a specific emotion. 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. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
This Effect is not obvious, and the only sign you are using an Effect is A Flicker in his eyes. 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 Battle Scar: Concussive neuropathy.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
Phil absorbs sunlight to heal any physical wounds inflicted on him.
You gain the following benefits as long as Phil must be in direct sunlight.
Any Injury you receive from a source other than fire heals quickly, reducing its Severity by one level every 10 minutes. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
Once an Injury has been reduced in Severity by two levels, it no longer benefits from this effect and instead heals as normal.
Injuries you receive from fire are increased in Severity by 1.
A specialized blade style for urban self defense
You gain the following benefits as long as 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.
You also gain the following effects:
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
The Witch summons a crow, whispers a message to it, and sends it off to deliver her words. Half an hour later, the crow arrives at the recipient and repeats her message aloud in its croaking, animal voice.
Spend an Action. Select a target any distance away from 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 as complex or as large as you like. It takes at least 30 minutes before it is received.
The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.