"his hands tooked a red gloom,when he touches the target he steals away it's durability,making it unstable a fible as a potato chip"
Exert your Mind and spend an Action or Reaction. Select a Object or Construct Object or piece of an Object or structure within arm's reach no larger than a large luggage bag (75 liters). You must actively and obviously use plastic gloves to activate this Effect. Roll Intellect + Thievery Difficulty 6. Sapient targets may resist by rolling Mind at Difficulty 8.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
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.
Possession of this Power grants the following Trauma at all times: haphebhobia.
Liberty sticks her palm out towards her target and a firework of red white and blue shoots out towards them
Spend an Action. Select a target within 45 feet. Roll Charisma + Brawl Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. Armor is fully effective against this Damage.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Battle Scar: Concussive Neuropathy.
The Coils on The Sparkman's spark suit begin to build up electricity, as The Sparkman releases it out as a terrible electric shock. "BRRRRZATATATAZK!"
Exert your Mind and spend an Action. Select a target within 300 feet. You must actively and obviously use Copper Wiring to activate this Effect. Roll Dexterity + Firearms Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
Any Injury inflicted is considered Unstabilized no matter its Severity. The roll required to Stabilize it is treated as though it is a minimum of Severity 6. These wounds do not heal naturally, though Effects may still be used to heal them.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.
Minerva's body, made of will and thought, always comes back together as to how she sees herself.
And, of course, it's difficult to kill an idea with bullets.
Similar to her form itself, pure substances of reality disrupt her Dreamland self.
Or at least, they did. Minerva has learned many things, one of which how to prevent such substances from being anathema to her.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
Once an Injury has been reduced in Severity by two levels, it no longer benefits from this effect and instead heals as normal.
Jason's nerves have dulled from all the pain and injuries he has suffered, thus causing his calloused skin to become thicker and much less receptive to painful stimuli.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Will cracks his neck to either side, rolls his shoulders out, and then smiles... and his smile grows longer, his canines sharpening. He flexes his fingers, with claws appearing at the end of them. Fur sprouts across his body, until he is suddenly a scary-looking catboy.
https://www.google.com/imgres?q=looking%20glass%20wars%20cat&imgurl=https%3A%2F%2Fwww.ocregister.com%2Fwp-content%2Fuploads%2Fmigration%2Fkqx%2Fkqxap1-b78556959z.120091002182523000glbk1bea.2.jpg%3Fw%3D620&imgrefurl=https%3A%2F%2Fwww.ocregister.com%2F2009%2F10%2F02%2Fauthor-of-the-looking-glass-wars-series-comes-to-oc%2F&docid=Drlo-uKMgUkEhM&tbnid=1khpmR1gwwtguM&vet=12ahUKEwiujprE6YqJAxWenokEHeAXLUMQM3oECGUQAA..i&w=600&h=420&hcb=2&ved=2ahUKEwiujprE6YqJAxWenokEHeAXLUMQM3oECGUQAA
Exert your Mind and spend a Quick Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you transform into a relatively humanoid boycat for three minutes.
You transform into catboy (scary) for 3 minutes. You have access to all of your Powers while you are catboy (scary), 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 Attributes are the same. 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 -1).
You may end this Effect prematurely as a Free Action.
Possession of this Power grants the following Trauma at all times: fear of getting wet.
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
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's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
The aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.