Garbage Man As the swords-woman cuts the head from the plague zombie that was once her friend, she gets a tap on the shoulder. "Uh...are you gonna eat that?"

Requires Seasoned
You possess full immunity to non-Alien diseases, poisons, toxins, or drugs.
Used by Edgar Stokes, Created by Strazhari.

Edgar, by his unique physiology & his profession, has little to fear from disease. When poisoned, he can somehow gather the toxins in his body & vomit them up in a shower of putrid bile.

You gain the following benefits at all times.

You are immune to all non-Alien diseases, poisons, toxins, or drugs, even if modern medicine has no known treatment for them.

Community Power Gifts

The Mothman's humanoid eyes reflect bright red whenever a light hits them directly.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.
  • Hearing: You may hear sounds of sub- and hyper-sonic frequencies, allowing you to hear tiny things (mice, insects, etc) better, and pick up on the vibrations of massive things (earthquakes, atmospheric disruptions, etc) long before others.

Possession of this Power grants the following Trauma at all times: Mind your own business: Roll Mind to attack anyone who is not a direct threat, or to get involved with anything not directly related to him..

Through clever sleight of hand, or through a simple financial transaction, Bill places a coin on his target's person - could be a quarter, could be a penny, whatever he has on hand - and will be able to detect the how far away the coin is, as well as in which direction. It feels slightly warm to the touch, as if it had been sitting in a hot car earlier that day, and if anyone looks closely at it, the eyes of Mr. Lincoln (or Washington, Jefferson, Roosevelt, and occasionally Kennedy) seem to follow them, like a painting in an episode of Scooby Doo.

Spend an Action to activate. Select a target within arm's reach.

Your target is marked with a small coin until it is removed or until you choose to end the Effect. The mark can be easily removed if it is discovered.

You are aware of the marked target's direction and distance from you. You can have up to 1 mark active.

This Gift's level is capped at 2 Gifts and cannot be increased further.

Counters blood has become something new. His blood has begun to heal others wounds making him very worried about the potential of him being used by others. However to his friends he is a life saver. He drips his blood on a wound and itll immedietaly begin to close.

take a Severity-1 Injury and spend 1 minute to activate. Select a Living or Dead target within arm's reach. You cannot target yourself. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Occult 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 you heal an Injury on a target that has been dead for less than an hour and it reduces their Wound Level to a non-lethal level, their life is restored.

Bill is well trained and always has an eye out for even the smallest details.

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).

You also gain the following effects:

  • Constant Vigilance: You cannot be ambushed or caught-flat footed when awake. When asleep, you can make a Perception + Alertness roll at Difficulty 6 to wake up in time.
  • Slow Time: You may substitute your Perception as the Attribute for any rolls made for Reactions.
  • Assassin: Any Trauma rolls you make are rolled at +2 Difficulty.

  • You can still be ambushed if you are incapacitated, stunned, or being kept unconscious supernaturally.

After coming outta time, he has harnessed energy within him to which he now holds a way to pass through his usual sneaking by taking it onto another level. Doing so he takes what he learns from passing trenches and crossing no man's land on a day-to-day basis. Using Camo as best as he can hide in nearly plain sight as he sneaks attacks individuals out of nowhere. Putting on the coat, and warpaint on his face. Sprinting past no man's land to beginning to kill all the Nazis in the trenches. In the midst of night and barely being seen as only the screams were heard.

Exert your Mind (unless you win a coin flip) and spend at least two Actions performing the following ritual: As the Camo jacket is worn, the color upon it begins to spread out over him and then effectively doing the equivalent of the crisis invisibility to activate. You must actively and obviously use Camo Jacket to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You and any clothes or equipment you are wearing are partially obscured from sight for the next minute. All attempts to detect you using sight are rolled at a -3 dice penalty.

Entering Combat or being Injured does not cause the Effect to end early. Anyone you attack will immediately notice you; anyone else may re-roll to notice you each time you take a Combat action, at -1 Difficulty per Combat action you have taken. When the Effect ends, it is disabled for 1 hour.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

Stock Power Gifts

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 to activate. 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 can only be cast where crows can reach. The recipient must be somewhere a Crow could reach. Otherwise the message is delayed until they are.

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 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's level is capped at 2 Gifts and cannot be increased further.

  • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
  • Generally you cannot communicate with Contractors who are not in a Contract with you.

The Psychic focuses for a moment, and a precise replica of themselves shimmers into existence. The copy is merely a visual illusion and is easily dispelled if it is touched. The Psychic may concentrate to puppet the illusion, or give it a basic, repetitive task.

Exert your Mind and spend an Action to activate. Select a target within arm's reach.

An image of yourself is generated at your target, and it will remain in place for the next minute. It can be perceived by people through their sight. The illusion cannot be used as an attack. You may create a replica of a specific being, though it is still limited by whatever you do or do not know about that individual.

Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.

The illusion is not fixed to the initial target, and may move about at a maximum speed 30 feet per Round. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.

After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.

The Necromancer performs a quick ritual where they spit into the mouth of a recently deceased corpse. The corpse comes back to life (somewhat), and speaks to the Necromancer.

Exert your Mind and spend an Action to activate. Select a Dead target within arm's reach. Dead targets must have died within the past week, and you must have their remains in your possession.

The target can communicate in your language for the next ten minutes.

The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers may notice the Blademaster's fingers twitching as they puppet the blade through the air.

Exert your Mind and spend an Action to activate. This Effect cannot be used unless the target object has a cutting edge.

You can interact with things that are within 75 feet without needing to physically touch them or be near them. Lasts for the next hour. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Reactions: You cannot use a Reaction telekinetically.
  • Multiple Items: You can only interact with one thing or take one action at a time.
  • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
  • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
  • Weapons: You are able to effectively wield weapons with this Effect.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.

  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

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 to activate.

You can run at three times your normal movement speed for the next minute.

  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.