Lewis performs an eldritch ritual, sacrificing a portion of his flesh which turns pitch black and melts into the selected item, augmenting its power while causing those who see and hold the item to feel a sense of dread as if just being near this object will lead them into insanity.
The whispers of the staff of glorious evolution have become stronger, filling his mind with even more cursed knowledge as he starts to sacrifice his own body to augment things for the purpose of a true glorious evolution.
Increase your sacrificial Injury's Severity by 1 and spend an hour. Select a non-Alien Device within arm's reach. Can be used on Armor.
Lasts the next day. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed. Upgraded Armor is shredded by half the normal amount. If it is a piece of Armor, it instead receives half that amount as bonus armor rating, rounded up , and any armor penalty it causes is reduced by 1. If an upgraded shield and armor are both worn, the upgrade bonus does not stack with itself.
Upgraded items have half their normal weight, for the purposes of encumbrance.
Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see part of the user’s flesh morph’s into the enhanced item causing it to gain fleshy black tendrils that pulsate like a beating heart.
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.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The Florist has been appointed as one of the Druids. Feeling nature's abundant power coursing through its veins, able to deliver powerful blows and help the land flourish.
You gain the following benefits as long as you are engaged in combat with Gardening Tools.
+2 dice to all rolls with Gardening Tools. You may Defend against firearm attacks from any range using Gardening Tools.
You also gain the following effects:
Vergil's eyes glow blue as he focuses intently for a moment and green energy swirls about him as he focuses intently on the item and connects it with dream space to feel the echoes of the user left behind on them item. Learning how they used the item, and echoes of information that about the person who used it last as well.
Spend a minute to activate. Select a target Object within arm's reach. This Effect cannot be used unless Only works if the item would fit inside his stash. You must actively and obviously use A green gemstone to activate this Effect. At the end of your investigation, roll Charisma + Occult at Difficulty 6.
You learn all the following information about your target:
This Gift's Cost is capped at 2 and cannot be increased further.
throws hammer
You gain the following benefits as long as you are engaged in combat with throwing hammers.
+2 dice to all rolls utilizing throwing hammers.
You also gain the following effects:
Johnny Rooks uses his cold avian stare to passively see all nearby living things.
Exert your Mind (unless you win a coin flip) and spend an Action.
You automatically detect the closest of any Living Target within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense their direction and distance.
Any Living Target detected while the effect is active are “marked”. You will continue to detect them until the effect ends, no matter how far away they move. You will also continue to detect them after the effect ends, so long as they remain within 300 feet of you.
A body and mind hardened through pain, the stresses of the world cannot, and will not, weigh down a hunter. They must push on, even in the most painful and maddening of situations.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
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:
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The Necromancer may exert their will on any undead creature, forcing it to act as they desire. The Necromancer's eyes turn completely black, and they speak a command to the creature in the language of the dead.
Exert your Mind and spend an Action. Select a Non-Alien, Non-Sapient, Animate target within 20 feet. This Effect cannot be used unless the target is undead.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
Doc puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible. You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. Doc seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. 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. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. 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.