Ame starts to play an old song made new, to quell or heighten the rage of Yokai in the surrounding area, including herself.
Exert your Mind and spend an Action. Select a Living or Animate target within 45 feet as well as a specific emotion. You must actively and obviously use a microphone or musical instrument to activate this Effect. Roll Charisma + Performance at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.
If you succeed, for the next hour, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
Vines reach up of their own accord and wrap around the target, pinning them in place.
Exert your Mind and spend an Action. Select a target within 45 feet. You must actively and obviously use vines to activate this Effect. Roll Brawn + Alertness at Difficulty 6. The target may contest by Defending or Dodging.
If you succeed, your target will be pushed or pulled towards a surface within 45 feet and is restricted at that location by a physical, tangible binding. They cannot move to a new location, and, if your Contested Outcome was greater than their Brawn, they are encased and cannot take any physical Actions other than attempting to escape until they break free.
The target may spend an Action and roll Brawn or Dexterity + Athletics to attempt to break free. They must accumulate a total Outcome equal to or greater than the original Contested Outcome to escape. Damage to the binding from outside sources also contributes.
You may use this Effect as a Reaction to contest any physical Action a target is taking. Excess Outcome does not restrict the target. This interrupts Concentration.
If your target does not escape within 3 Rounds, they cannot ever free themselves and must be rescued.
Silk like strings wraps up the missing limb/scarred part and begin to rebuild the body back to its past form
Exert your Mind and spend an hour to activate. Select a Living or Animate target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar will heal over the course of the next week. Your patient is required to No starting any fights for the next month. If they violate this rule, your treatment is immediately reversed.
A burst of green electricity sparks off the contractor's body before dissipating into static, raising the contractor's hair up.
Spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use Fingerless non-conductive gloves to activate this Effect. At the end of your investigation, roll Intellect + Technology at Difficulty 6.
You learn the following information about the area:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Possession of this Power grants the following Battle Scar: Weak stomach: Static Overstimulation.
You cannot investigate the same area more than once per day.
Terry may tap into his empathic understanding of others to communicate with any human, regardless of their language. His empathy protects him from malicious communications.
While activating this effect, Terry takes a deep breath, and teal, glowing sparks enter his mouth with the breath.
Exert your Mind and spend an Action.
You may understand and communicate to humans as if you are fluent in a relevant language for the next hour.
Communicating with a being cannot directly damage your Mind or cause Injury. All rolls to resist Effects that rely on communicating with you are made at -1 Difficulty.
Conners inside factions are starting to come forth more. They have begun assisting him in procuring canvases to assist him in perfecting his art.
Exert your Mind (unless The Target is a terrestrial creature) and spend an Action. Select a Non-Sapient, Animate target within 300 feet.
For the next day, you may issue specific commands to your target which they will be compelled to follow. All other Non-Sapient, Animate targets which are the same species as your target will also be compelled to follow commands that you issue if they are within 300 feet when the command is given.
Your commands can be complex and multi-layered, though they must still be specific. You can make them endanger themselves or otherwise go against their self-preservation instincts. The effects of the command will fade after a day has passed.
Any creature under your control through this Effect cannot be commanded or controlled by anyone else, even using other Effects.
You may reactivate this Effect on any affected target to awaken them. If you do, the target becomes Sapient. You must make a contested roll to control them, as usual.
If you use this Effect on the same Creature two days in a row, the effect lasts indefinitely.
Possession of this Power grants the following Trauma at all times: Must roll a self control roll on any mundane animal that injures Conner to not command them and perfect them with augment other Conner is unable to kill the creature if he fails this roll and must roll another trauma roll if that creature is killed before he augment them.
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
The spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a Location within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. You may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.
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 detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
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.