Pierre has a preterhuman ability to duck, dodge, and dance around obstacles or danger, almost as though he is able to see it coming before it arrives.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
He holds up a needle, threading it without looking. He reaches over and lays his hand on some fabric, and like a blur he sews the items.
Exert your Mind (unless you win a coin flip) and spend 1 minute. You must actively and obviously use Sewing Kit to activate this Effect.
Choose a specific type of Clothing which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Intellect + Crafts to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
Will sniffs the air curiously, then stretches out his limbs one by one. His body seems to shiver, and then suddenly, he looks as though he is falling through the floor, shrinking down into the pile of his clothes. What steps out from the neck-hole of his shirt is no longer Dr. William Wallace, but a creature. Either a cat, or a medium-sized creature appropriate for the region (often feline).
Exert your Mind and spend an Action.
You transform into cat or any region-appropriate medium-sized animal for two hours or until you choose to end the Effect. 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. The equipment you are wearing does not transform 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.
Squirell takes the target for a walk, picking random bits the whole way and holding out roots, mushrooms, pine needles- seemingly random but at least somewhat nutritious and more or less edible.
Theres something not only about the nutrients and chemicals- Squirell knows little about them anyway-
but the way they interact, amplify, and potentiate each other's health benefits to accomplish even that which science struggles.
Spend 15 minutes to activate. Select a Living target within arm's reach. This Effect cannot be used unless Must go for a walk in a healthy, wild environment. You must use up Healthy foraged edibles, mushrooms, roots, grasses and the like, gathered fresh in order to activate this Effect.
You may cure any any diseases or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional damage or other effects.
This Gift's Cost is capped at 2 and cannot be increased further.
Dr, Rockmans big stick acts as a lightning rod for others pain grounding it into his mind, forming a bond between him and the target.
Exert your Mind and spend an Action. You must actively and obviously use big stick to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You automatically detect all injured Animate beings (Saverity 3 or higher total) within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
If no injured Animate beings (Saverity 3 or higher total) targets are within 300 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
Ugg seem reeeeaaallly strong. Like...really strong! Strong as dinosaur!
You gain the following benefits at all times.
Your Brawn rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
You also gain the following effects:
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you are not in direct sunlight and you have fed on fresh human blood in the past 24 hours.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Your Injuries no longer degrade with time.
The Severity of any Injury caused by fire and heat is increased by 2.
The influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet.
You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.
The beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.