WE5’s built in scanners are able to detect a myriad of beings, namely, humans and robots.
Exert your Mind and spend an Action.
You automatically detect all robots and humans within 50 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.
Injecting the syringe into yourself causes you to feel incredibly sluggish and puts you in a state where you can't properly function for the rest of the day. During this time, the body regenerates at an accelerated rate: limbs are regrown, senses are restored, wounds are closed.
The blood has a sickly sweet scent that makes it addicting.
You almost want to drink it...
Take more of it, my friend. :)
Use up this blood-filled syringe (unless you succeed on 1d10, Difficulty 7) and spend a day. Select up to four Battle Scars on yourself to treat.
The treated Battle Scars heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
This Effect activates whenever someone you've met before is within 200 meters of you. It does not require an Action or Exertion. “Your target should be intuitively based on the triggering event. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
You automatically detect the closest of any ________ within 50 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.
You receive aura for each being you detect.
The character blends in with their surroundings, seeming to know exactly where and how to move in urban environments, such as suburbs, major metropolises, or any man-made building structures, so that when they don't want to be seen you can barely, if ever, catch a glimpse of their movements. You might catch a little movement out of the corner of your eye, maybe a glint of something here or there. Even if you manage to see where they are hiding they still seem surrounded by shadow and even enveloped by it.
Exert your Mind and spend an Action. This Effect cannot be used unless urban environments.
You are obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
You may turn this Effect on and off at will during its duration.
The Dragon Slayer has carved a modified rune onto a stone and added it to their necklace, expanding its range from the detection of dragons and their kin to the detection of all monstrous creatures. The runestone lights up with a magical glow when it detects a monster nearby, and can have its accuracy improved by empowering it with additional mana.
Exert your Mind and spend an Action.
You automatically detect the closest of any Monsters within 50 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.
When Chloe breaks the bracelet on her wrist it appears to shower in glitter. when the shower stops, she, and any willing participant, disappear.
Use up this Bracelet (unless you succeed on 1d10, Difficulty 7) and spend an Action to activate. Make a Trauma roll when you activate this Effect.
You and any clothes or equipment you are wearing are obscured from sight for the next minute. All attempts to detect you via sight fail. Detection attempts via other senses where sight would assist are rolled at a -2 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 3 Rounds.
You may extend this effect to up to 2 other Animate targets, provided they remain in physical contact with you.
The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave a golden glow shaped like yourself at your location.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply 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 Perception + Survival 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. Your created items no longer expire, and will last until they are destroyed.
The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend a Quick Action.
You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 1 and your Dexterity is increased by 1. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -2).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.
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.
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.
The aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Sometimes in the process, a little water will get lost, and the aquamancer may be a little hurt by the transformation.
Exert your Mind and spend an Action.
You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers while transformed.
When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.