having experienced enough physical trauma for several people, Mako's body and nerves have stopped giving a shit to pain responses, and instead, focus on the situation at hand to ensure that they are kept alive
You gain the following benefits at all times.
Your Body Penalty is reduced to 0. Does not reduce Mind Penalty.
...Oswald, with all of his might and intelligence, opens a door
Spend an Action. Select a door, lock, or locked target within 300 feet that is no more complex than a personal safe door or a keycard reader. Cannot be used on Alien technology. This Effect cannot be used unless Normal Oswald is active.
You may lock, unlock, and/or open your target.
Urza pulls out the Star-Core, and a bubble appears around the target
Exert your Mind and spend an Action to activate. You must actively and obviously use the Star-Core to activate this Effect. Roll Intellect + Technology at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. Half the damage absorbed is reflected back at the attacker, which they can Defend against as normal. The Damage reduction from the barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, 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. As long as it does not fall, the barrier regenerates back to full strength at the end of each Round of combat.
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.
When Tyrion uses this ability a white-hot bolt of fire shots from his hand at the target.
Exert your Mind and spend an Action to activate. Select a Living target within 45 feet. Roll Brawn + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the contested Outcome is positive, the target takes that much damage plus 3. Armor is fully effective against this damage.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
The user can manipulate magnetism by creating magnetic fields gaining the ability to pull and push magnetic objects and transforming a magnetic field's strength into something more potent or weaker.
You gain the following benefits at all times.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
A splitting headache, and Archie’s eyes and the veins under them glow like the lights of whatever location he’s viewing, usually fluorescent white (but sometimes neon bisexual).
Really, Archie can’t stand not knowing what’s going on. His interns and employees always suspected Archie could tell what was going on without him there, but now he doesn’t need to check security cameras…
Exert your Mind and spend an Action to activate. Make a Trauma roll when you activate this Effect.
You may perceive things within 75 feet of you as though there were no walls or obstacles blocking your view for the next five minutes.
This Effect is not obvious, and the only sign you are using an Effect is Archie presses his hands to his eyes. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Any Perception rolls made through obstacles are rolled at +1 Difficulty.
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend 1 minute. Select a Living, Animate target within 20 feet You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
You are able to view your target's memories. The target is aware that their thoughts are being probed but not of the source of the probe. The Effect ends if the target moves out of range or your Concentration is interrupted.
You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question takes as long as it takes to answer to read. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.
The Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
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).
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
This Effect is not obvious, and the only sign you are using an Effect is that you keep peeking at the target. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The Thief casts a container's worth of fine powder into the air. The particulates are drawn to any sort of object that is designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc. The powder will not trigger these devices or interfere with their operation, but it does reveal their presence to the Thief.
The cloud drifts and swirls, subtly following the Thief for a minute.
Exert your Mind and spend an Action. You must use up a container of fine powder in order to activate this Effect.
You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 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.
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.