The mobster presents a reasoned, logical case to the target: there's a lot of dangerous folks out there, and only they can offer safety... for a price.
If they agree, they will pay the mobster a monthly fee for protection. If they stop making their payments... well, let's just say, the mobster can't be held responsible for any unsavory types that might pay them a visit.
This Effect cannot be used unless you are making a deal to exchange money for protection.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
When in use, the stitches of the shoes heat and melt into each other like molten steel poured into an intricate mold. They swirl with fiery kinetic energy that glows hot before each impact and flows up into small metal wings that unfold from the side accents. Using them is like using stilts; takes some balance and getting used to, so wear a helmet when you're adjusting.
Kody Creighton made these shoes for Jeremy Wesley in exchange for the grant that funded Fire Hazard's creation.
Exert your Mind and spend an Action or Reaction. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. If you are using this Effect as a Reaction, you must travel at least 10 feet.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
When you use this Effect as a Reaction to dodge, if you Exert your Mind to activate the Effect, you do not need to roll; your dodge is automatically successful.
Ifrit have an intrinsic relationship with fire and an innate control.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a target within 10 miles. This Effect cannot be used unless Have had to Drunk and drink made by him. You must use up His blood in order to activate this Effect. Roll Brawn + 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 10.
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.
You may opt to have this Effect spread to all targets within 5 feet of the initial target, then to all unaffected targets within 5 feet of them, and so on, jumping a maximum of 5 times. No target may be hit more than once. You cannot hit yourself.
If a Living target would suffer an Injury Severity 5 or greater from this Effect, they die.
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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see causes him to glow internally.
When augmenting herself, Kat alternates between restful meditative poses similar to yoga, and slowly going through a series of motions similar to martial arts katas. A light gray fog spreads down her limbs, trailing her hands and feet as she does these motions. This focuses her intention and clears her mind until the capability takes shape within her.
When using the pouch aspect, a similar looking fog appears where an object touches her as she places it into storage in a non-physical echo of herself. The same fog appears when she reaches in to pull something back out.
Heinlein wrote about other realities that may as well be fictional to us and called them Fictons. It's simpler to say than 'parallel universes' so now I call them that as well. My abilities come from a Ficton.
As explained by scientists in the Ficton I'm connected to, I have the same ability that some there do. Apparently I mentally manipulate Fermionic dark matter which connects me to their Ficton. This gives me visions from there when I focus on it. It also gives me 'super powers' like people there have.
I feel a kinship with someone there called KatAbra, both emotionally and in regards to powers. I discovered that I can learn to do anything she can do. Cat themed abilities, physical enhancement, and minor mystical abilities such as the ones I'll explain shortly. Potentially, I can learn to conceal myself from others, heal myself, erect mental defenses, that sort of thing. None of the flashy or manipulative stuff like elemental attacks, flying, or reading minds.
Improving my durability, speed, and hand to hand combat were simple enough. Environmental adaptation wasn't much tougher. Eventually I learned to manifest an echo of my physical body to use as limited storage (if you can sense magic it seems to be a shadow overlapping my body, vibrating in a pitch inaudible to normal ears). Most difficult to learn was making my mind manifest a functioning version of physical technology. While I'd like to find something more versatile to mimic than a cell phone, technology in our universe offers isn't as nice as what hero teams there use. If someone here has created a device similar to their communicators, I'd need to examine it and how it functions before mimicking it. Thankfully I don't need to know the inner workings, just the properties and how to use it.
My connection is only between here and that single Ficton, but each person who can do this connects to just one other Ficton, different for each of them. In the supers Ficton, people have connected to places that grant them things like fantasy magic, making Steampunk devices function, etc. Each of us gets something different, but we all get something somehow.
Exert your Mind and spend 30 minutes. You may only target yourself. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
You may end this Effect prematurely as a Free Action.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Jei jumps forth and rushes forth in a burst of wind and black and purple gore from his feet he then lands in his location. But... If he's coming after you, Jei pounces on you at a speed much higher than usual.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Jei will step on the manifestations of the minds he has cleared and rushes forth as the creatures scream in pain.
Possession of this Power grants the following Trauma at all times: Ultimate Bravery: You cannot believe how much of a bitch you've been; never again. (Roll Self Control to flee, back down. or otherwise concede or relent.).
Spend a minute and use up this test. Select a non-Alien Device within arm's reach. Cannot be used to improve Armor.
Lasts the next hour. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
The magician places a mirror to reflect a subject and conjures an illusion that perfectly replicates it!
If the illusion is touched, it shatters into a thousand tiny shards of glass.
Exert your Mind and spend two Actions performing the following ritual: place a mirror such that it reflects the subject of your illusion. Select a target within 45 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
a reflection of something else in the area, which can be no larger than a person is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
The hacker is capable of crafting bottles of nanites. When poured on a broken object, the nanites go to work restoring it to a functioning state. The goop shimmers and crawls, sparking with blue electricity as it reforms broken parts.
Spend 10 Rounds and use up this a bottle of metallic fluid. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll 7 dice Difficulty 6, dice penalties do not apply.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
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.
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. Your target should be intuitively based on the triggering event. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.