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Exert your Mind (unless you win a coin flip) and spend one minute.
You automatically detect all Evildoers 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.
If no Evildoers targets are within 50 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
All Evildoers who you can sense are equally able to sense you.
The ancient art of Dowsing allows the Psychic Sensitive to tune into the vibrations of hidden or lost things. Traditionally used to find hidden groundwater, the practice grew to find other resources, with Dowsing being employed to look for oils reserves or gold.
Items of great sentimental value shine like a beacon to this method of Divination, as well as hidden resources, such as caches of food/supplies, stores of groundwater, or similar. This time honored tradition requires a dowsing rod, either a forked stick or tuning fork, to function.
Antiquities: Anything that is both Old & Valuable
Unclaimed Resources: Resources such as Water, Oil, Metals, Wealth that are not owned by anyone
Exert your Mind and spend one minute. You must actively and obviously use a Dowsing Rod to activate this Effect.
You automatically detect all Unclaimed Resources and Antiquities within 300 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.
Runa raises her hands in the tradition nin nin ninja hand sign and a blue barrier, covers herself and those within 20feet of her.
A gift gained from inari perhaps.
Exert your Mind and spend an Action. Roll Charisma + Influence at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 4 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Possession of this Power grants the following Battle Scar: Fox ears(yes you can hear with them) sprout from your head and a fox tail sprouts from your tail, Fox teeth fill your mouth replacing your human teeth, -1 to social rolls -1 to perception.
You see a small spiderlike drone about the size of a large dinner plate. It has eight legs and it can scurry along the ground or up a wall quite fast. Though obviously a techno-drone Tom has made some effort to both make them look more realistic and to camouflage them from prying eyes. As a result they look a bit like large tarantulas, with brown fur and four pairs of alert, shining black eyes. They blend in shockingly well to most forest or urban environments and are difficult to spot even when moving and are almost undetectable when sitting still.
Though virtually silent when moving slowly at higher speeds they make a quiet hum as they leap from one rock to the next, intent of their mission.
Tom the Tinkerer is a electronics and robotics genius and nowhere is that more evident than when you see his latest set of robotic helpers, a set of three robotic spider-bots he can carry in a backpack and deploy where they are needed. The spider-bots have artificial intelligence and in "autonomous mode" can obey simple spoken commands somewhat like a well-trained dog. They can also be controlled in "direct mode" through a small X-box-like controller Tom carries with him (though he can only control one drone at a time this way). The controller sports both a video screen and headphones, so Tom can both see and hear what the drone see and hears. The drones are armed with hypodermic-like fangs that can inject a variety of substances, including poison, sleep or paralysis drugs. These fangs can be either retained or launched as darts; each spider bot has eight reloads of its "fangs".
Each spider contains 100 feet of strong paracord-like webbing that can be anchored and used much like a spider uses its webs, though the paracord itself is not sticky. It can, however, be used to trip or entangle the unwary or act as a grappling hook if Tom needs to get down or over some obstacle.
When activated the spiders consume rechargeable batteries. How long the batteries last depends on how much movement the spider is doing; an hour or two in direct combat, or up to forty-eight hours in non-moving "sentry mode".
Tom is always tinkering with the bots, adding or removing features in his search for perfection.
Exert your Mind and spend an Action. You must use up Batteries in order to activate this Effect.
Summon up to 3 Sapient Spider bots at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
Hana's unusual assignments have lead her father to pull some strings - she has a permanent Enforcer close protection team.
The three man team of Enforcers have been ordered to follow her and provide assistance to her. Which is, as postings go, a pretty cushy job.
The three men are typically dressed in Enforcer grey, with armor and slung shotguns. They're loaded with less-lethal rounds, although they also have slugs in a side pack.
The current team consists of
Ensign Kaplin. 19, Male. Annoyed at the 'babysitting' duty, and having to take any orders at all from Hana. Likes to talk about his marks in the Enforcer academy.
Ensign Farrier. 20, Female. A little high-strung. The most protective towards Hana, takes her job seriously.
Lt. John 32, Male. In charge of the CPT. Has a dark sense of humour, is happy for an 'easy' posting.
Normal loadout:
Conspicuous armor (armor 3)
Shotguns
Exert your Mind and spend an Action. This Effect cannot be used unless you are in good standing with Command, you are in a command/enforcer section, and you have not had an escort this downtime. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you you are ejected from the Enforcer area without an escort for this downtime.
Summon up to 3 Sapient Enforcers at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
Pulling a piece of graph paper whether small or big, the paper would begin to inscribe itself the blueprints of the supposed object onto the paper rather quickly as it is coming from the calculations, geometry, and knowledge of Mason as it is written down straight from his mind. It is a tiring process but when complete the paper would begin to fold itself into that object and will then slowly change, solidify, and morph into the object itself with nothing resembling, feeling or sounding anything like paper but only what the object is.
Exert your Mind (unless you win a coin flip) and spend 1 minute. You must use up A Page of Graphing paper in order to activate this Effect.
Choose an Object 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.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying:
The mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
The Necromancer temporarily assumes the form of their own corpse, complete with maggots, spilled entrails, and exposed bone. They cannot move while transformed, but their empty eye sockets see as well as ever.
Exert your Mind and Spend an Action.
You transform into your own corpse for one minute. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings as normal. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
You may end this Effect prematurely as a Free Action.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
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.
Resolidifying is exhausting.
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.
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.