Asha can communicate with all sorts of animals. Whenever it is needed, she is able to perfectly mimic an animal's method of communication as long as it's vocal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.
She channels her engine of change, into the body of another, and forces their most beautiful form to the surface. But no, it’s wrong, the improvements have yet to be stabilized, so their body has to get worse before it can get better, or it will revert to the boring canvas it once was.
Spend an Action. Select a Living target within arm's reach. You must actively and obviously use a prosthetic limb to activate this Effect. Roll Intellect + Medicine 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:
This Gift's Cost is capped at 2 and cannot be increased further.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Lou holds out the scarred skin of himself or his patient, and the skin boils and blows open, removing the scar for good.
Exert your Mind (unless you win a coin flip) and spend a minute to activate. Select a Battle Scar on yourself to treat.
The treated Battle Scar will heal immediately.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Flesh explodes with fiery vigour, before melding itself back into place..
Any Battle Scars you heal leave behind a Severity 2 Injury on your target that must heal naturally.
Isabella is a natural beacon of glamour and awe! Whenever she speaks, everyone around her cannot help but be dazzled by her very presence. However, this has also caused her to get used to preferential treatment, and now she can’t stand anyone who disrespects her.
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).
Possession of this Power grants the following Trauma at all times: Vengeful.
You also gain the following effects:
Harold Polk’s Forensic Intuition is a unique extension of his mastery of Speech Act Theory, enabling him to interpret traces of past actions as though they were lingering “speech acts” left behind. By focusing his mind, Harold attunes himself to the silent “statements” made by evidence of crimes, interpreting each item as a residual expression of intent and action. To him, every piece of evidence is a fragment of an unspoken story, a series of “acts” that reveal themselves under his scrutiny.
For an hour after activating this ability, Harold senses the presence, distance, and direction of all evidence of crimes within 50 feet, as if these traces are calling to him, revealing their locations and the intent behind their concealment. His understanding of Speech Act Theory allows him to “read” the manner in which each piece of evidence was hidden or secured, making him instinctively aware of the techniques used to disguise it and the steps required to access it. Harold’s mind treats these traces as hidden messages, piecing together actions and motives to uncover truths buried in silence. Through this heightened awareness, Harold becomes a linguistic detective, reading evidence as if it were the remnants of a conversation between crime and concealment.
Exert your Mind and spend one minute.
You automatically detect all Evidence Of Crimes within 300 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
If no Evidence Of Crimes targets are within 300 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
The means by which any Evidence Of Crimes are hidden or disguised is made clear to you, as well as how to access them if they are secured. This includes objects secured via the Stash Effect.
Exert your Mind and spend an Action to activate. Select a number of Living targets equal to your Charisma within 45 feet as well as a specific emotion. This Effect cannot be used unless must be able to preform a shanty and be heard. Roll Charisma + Performance 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. Your own emotions are also shifted in the same 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.
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living or Animate target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee 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:
All alterations you make must damage the target's knees.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
While addressing a crowd, the influencer may use coded language to send secret messages to a particular person in the crowd. These messages can't be noticed or understood by anyone but the intended target.
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. This Effect cannot be used unless you are speaking to multiple people and the target is listening.
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.
This Effect is not obvious, and the only sign you are using an Effect is your left hand making a fist. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. 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.
You transform into a vampire bat or a wolf until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
Possession of this Power grants the following Battle Scar: A disfigured face with bat-like ears.