Steve brandishes his pocket bible and his cross, summoning up his faith and repelling foes with a blast of light and a whiff of saltwater.
Exert your Mind and spend an Action to activate. You must actively and obviously use your holy items to activate this Effect. Roll Intellect + Brawl at Difficulty 6.
Create a repulsion field which extends out 15 feet from you in every direction, and lasts for the next 3 Rounds. Any Animate targets within the field cannot move any closer towards you. If they were within 15 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
Benny's hunger for blood has become all consuming, and he will die if he is not able to satiate the beast inside; however, he no longer requires any food, water, air, or sleep.
You gain the following benefits at all times.
You no longer require any sleep or air in order to survive.
Instead of food and water, you must consume human blood daily for sustenance. For every day you fail to consume it, you lose a point of Brawn. If your Brawn falls to 0 in this way, you die. Your Brawn is fully restored to normal as soon as you fulfill your dietary needs.
The Martial Artist has developed a sixth sense, the Divine Sense, that allows them to see without seeing. Even blind, they feel the world around them, and can act upon that knowledge.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The nightmares. The horrible feeling of spiders in her blood. What was written on that sheet of paper she was given. All signs that Ame can’t quite piece together yet, but her body is slowly piecing together for her. Several barely noticeable lumps across her body, namely in the palms of her hands, the soles of her feet, and the back of her throat, have gained the ability to sprout 40ft lengths of webbing, that can be used for self defense, or even longer amounts when not in combat.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Object or Animate target up to 40 feet away.
Targets that weigh less than you are 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.
German Sparrow stands poised, his eyes locked on the incoming threat. With a fluid motion, he draws his handgun in a blur of speed. As the enemy strikes, he fires a shot with pinpoint accuracy, the bullet intercepting the attack mid-air, deflecting it harmlessly away. Without missing a beat, he spins the revolver, the cylinder clicking as it reloads effortlessly. In a heartbeat, he’s ready to fire again.
You gain the following benefits as long as engaged in combat with handguns.
+2 dice to all handguns rolls.
You also gain the following effects:
My Sword Bounced off of nothing!!
You gain the following benefits at all times.
You have 5 Armor, which only reduces damage taken from Attacks from Melee Range. Any armor piercing effects from Attacks from Melee Range are ignored. Armor from multiple sources does not stack.
Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.
The mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
The detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
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 an Action. Select a Living, Animate target within 25 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 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. 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.
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.