With a little touch of mania, and a little request for power beyond the standard pale from a harbinger with a sense of humor. Dominic has gained access to a new function thanks to a new lobe inside his brain that with the help of any device with a touch screen he may edit the world around him with a simple flick of his wrist he can edit the people who find themselves within it's sights. Childishly malicious as Dominic is, such alterations are also never helpful. Though the energy that facilitates such changes fades and thus things tend to revert in about a month once afflicted.
Exert your Mind and Spend an Action. Select a Living or Animate target within 20 feet. You may select a target at any range if you use up A unique digital identifier of the target. You must actively and obviously use A touch screen device to activate this Effect. Roll Intellect + Technology at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
If you inflict two Extreme (Outcome > 3) Battle Scars on the target, you may transform them fully into another species.
All alterations you make must Can only perform changes one could make in a character creator.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Electricity arcs over Raika's body and by manipulation of the emf and charge pulls and pushes things with metal inside them.
I am lightning, I am the storm, I am magnetism!
Exert your Mind and spend an Action. Select a Object or Animate target up to 100 feet away. This Effect cannot be used unless the target is partially made of metal.
Targets that weigh less than you are pushed back until they are 100 feet away or pulled towards you until they are right next to you. If you are lighter, you move instead. If you are roughly the same weight, you and the target both move.
This Effect cannot move anything heavier than 500 pounds.
Affected targets may use a Reaction and roll Dexterity or Brawn + Athletics to hold on to a nearby anchor, if available. A complete success increases their effective weight by whatever they hold onto. You may also roll to anchor yourself as you activate this Effect without spending a Reaction.
Pushing a target straight upward requires you to be directly beneath them and halves the range. GM’s may ask for a Dexterity + Athletics roll when repositioning yourself around a target to get a desired angle. They may React to reposition or anchor themselves as normal.
The doctor pulls the plunger of an empty syringe and it fills with a glowing, pale yellow liquid before he injects it into his patient. A similar liquid sprays from their pores and undulates around their body, temporarily inoculating them from physical harm.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use Syringe to activate this Effect. Roll Intellect + Medicine at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome + 2 Damage. The Damage reduction from the barrier is applied before Armor. You may have up to 3 barriers active 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.
This Gift's Cost is capped at 2 and cannot be increased further.
When hit with this the person affected cannot move for 8 minutes.
Exert your Mind and spend an Action. Select a Living target within 45 feet. Roll Brawn + 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 4.
If the target receives an Injury, they are knocked back 5 * Severity feet.
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.
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.
You don't have a brain or nervous system anymore. Every muscle cell of your body now act as neurons and nerves at the same time; they also take their place .
Your control over your body is more and more powerful by evolving but you can't hide as a human as good as before.
Your pupils are red and cat-like as a result.
Since the eyes are connected to the nervous system they evolved to adapt to this new body.
You gain the following benefits at all times.
You are permanently and visibly transformed: your eyes have red cat like pupils. You are considered to be a Sapient, Living being when targeted. Your Intellect is increased by 1.
Exert your Mind and Spend an Action. Select a Living target within arm's reach. Roll Brawn + Crafts at Difficulty 6. The target may roll Body, Difficulty 7, as a Free Action to resist.
If you succeed, either modify an existing Battle Scar on the target or inflict a new one. You determine the new Battle Scar, limited by the contested Outcome:
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.
The priest channels their true faith into a brutal assault on the consciousness of demonic or unholy creatures. By wielding their favored holy symbol, a gilded crucifix, they can put a proper fear of god into them, leaving them cowering at any truly holy things they encounter.
Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Brawn + Alertness Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a Trauma of the GM's choice.
This trauma cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
The beastmaster shouts, and their human voice cracks into a deep, bestial roar. Their body swells with muscle, clothes melting into a thick pelt of fur. Seconds later the beastmaster is gone. Standing in their place is a massive grizzly bear.
However, even in human form the beast within remains close to the surface, and the beastmaster finds highly civilized social situations unbearable.
Exert your Mind and spend an Action.
You transform into a brown bear 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 cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive 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 Trauma at all times: Intolerance for society. When you are in a situation with strict social protocols (like a trial or a formal dinner) roll Self-Control not to enter a flight or fight response.
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.