Just remembered another thing I have to do.
I have a player with The Curse Of The Seven, and the issue of how to suppress the Signs came up in game. Back when it came up I required a supplemental action to stop suppressing the Signs, but in retrospect it should probably be free. Adding a bit to the Extra Benefits section in order to cover that.
CURSE OF THE SEVEN [-4]
Description: You’re one of the Chandrian, the Seven chosen of darkness. Your power is blood and shadow and rot and madness. And hate. Hate like iron and bitter rue. Pretty much everyone wants to kill you, and you probably eat souls.
Sponsor: The Curse Of The Seven is sponsored by the Dead Star, a blue supergiant star that exists deep in the Nevernever. It draws its power from alternate timelines which have ended in the heat death of the universe. This is a secret, though, and even the Chandrian don't know it. People who know about the Curse tend to think it's sponsored by some evil god from before humanity, or by the ancient Wyldfae known as the Cthaeh (a flawlessly malevolent and perfectly accurate oracle).
Agenda: The acceleration of entropy. Destruction of evidence of themselves, remaining secret. The death of good creatures like angels. And the protection of the universe from the agents of the Outside. That last bit is secret to everyone except the Chandrian, though.
Evocation: Curse Evocation manipulate blood, shadows, silence, smoke, the weather, entropy, chill, madness, decay, raw elemental energy, and the void.
Thaumaturgy: The Curse of Seven’s rituals are nightmare things meant only to bend, break, or destroy. They can curse people, accelerate entropy, raise the dead, erase knowledge, control demons, and bend or break the minds of men. Preservation and protection are anathema to this power.
Evothaum: The Curse allows its user to use entropomancy, necromancy, psychomancy, and divination with Evocation’s speed and methods.
Extra Benefits: You begin to display the Signs; within your presence flames turn blue, wood rots, liquids freeze, iron rusts, animals go mad, and silence falls. Any scene that you are in has the SIGNS OF THE SEVEN Aspect, which you can tag once per scene. Because this power is a curse, it is not without detriment. You take a -2 penalty on all social rolls except Intimidation with beings who know who and what you are, and there is almost no potential for friendly interaction. People get +2 to any check to successfully identify you as one of the Seven if the Signs are obvious or visible. You may attempt to suppress this ability by making a Discipline roll. This requires an action if you do it in the middle of a scene. The default difficulty is Superb, but areas directly hostile to or unusually resonant with your High Concept may modify this. If you succeed, no aspect is applied. You may stop supressing this ability at any time as a free action.