Benny can entrance a target into a lustful stupor by looking deep into their eyes and dominating their mind with his own. While maintaining eye contact, the whites of Benny's eyes fill with blood and take on a deep red color.
Exert your Mind and spend an Action. Select a Sapient, Living target within 50 feet who can perceive you through. Roll Charisma + Alertness at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If you succeed, the target will keep their full attention focused on you for as long as you maintain Concentration. 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 will continue even if violence occurs nearby or if your target is Injured. It does end if the target takes Damage from a source other than you.
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.
Fascinated targets are at a -2 dice penalty to any rolls they make to resist any other Effects that you attempt to use on them.
You may Exert your mind to compel a Fascinated target to begin moving towards you.
This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.
Emily has undergone truly massive genetic retrofitting by Gen-Wyld. The latest set of augments were mostly upgrades to her fur and subdermal armor. Several fascinating advances in keratin research have enabled the researchers to add a second underlayer of a down like fur that, when provoked by her autonomous nervous system, will rise like hackles and unfurl slightly. This undercoat has similar thermal resistance to aerogel, and enables survival in even extreme temperature environments.
Of course, her primary coat received an upgrade pass as well, increasing its softness and lustre both.
Some degree of genetics from an actual werewolf were integrated to serve as a bonding agent in some of the fur upgrades, and interestingly, an introduction of pure silver appears to cause an unraveling. We're going to need to switch out what we're using as a bonding agent for the next upgrade.
Update: Finally got up to switching out that bonding agent.
You gain the following benefits at all times.
You are permanently and visibly transformed: werewolfess. You are considered to be a Sapient, Living being when targeted. Your Charisma is increased by 1.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
Akira’s time in the outdoors and constant movement on the job as a ranger and a contractor has elevated his athleticism to greater levels, and through his survival of the Contracts and his affinity with the Earth, pushed his body to develop a "homing" ability; wherever the Earth guides him, he can navigate like the wind blows.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
Magical Marksman can go Invisible can hide in Unexpected Places
Exert your Mind and spend an Action to activate. You must actively and obviously use Cloak to activate this Effect.
You and any clothes or equipment you are wearing are obscured from sight for the next hour. All attempts to detect you via sight fail. Detection attempts via other senses where sight would assist are rolled at a -2 dice penalty.
Entering Combat or being Injured does not cause the Effect to end early. Anyone you attack will immediately notice you; anyone else may re-roll to notice you each time you take a Combat action, at -1 Difficulty per Combat action you have taken. When the Effect ends, it is disabled for 1 minute.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.
You gain true vampirism
You gain the following benefits at all times. You must actively and obviously be using Red Ruby and my armor to gain the benefits of this Effect.
You are permanently and visibly transformed: True vampire. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Perception is increased by 1, and your Charisma is increased by 1.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
Possession of this Power grants the following Battle Scar: You gain sharp inhuman Canines and small pointed Elf like ears.
Whenever you enter Combat, roll Mind, Difficulty 7. If you fail, you cannot choose which targets to attack.
Possession of this Power grants the following Trauma at all times: You must consume blood to live every four days if not you will lose body and die.
The Severity of any Injury caused by Holy water blessed weapons is increased by 2.
True to their namesake, the hacker can penetrate the security of any computer system, granting access to its informational stores, or, in a pinch, allowing them to issue commands. They scrub the system of footprints, leaving no trace behind.
Exert your Mind and spend 1 minute. Select a Computer within arm's reach. Does not work on Alien technology. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you experience a S-4 injury as the device explodes. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
Your hack cannot be discovered by system administrators or firewall software for a number of hours equal to your Outcome on the initial roll.
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
The Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
You transform into a vampire bat or a wolf until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your 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 Battle Scar: A disfigured face with bat-like ears.
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.
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and 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:
The doctor heals severe injuries in minutes using only standard medical supplies. Lacerations seal under the needle and thread, and reset bones can be used shortly after.
However, for the treatment to last, the patient must adhere to any aftercare regimen the doctor requires. Those who violate the doctor's orders suffer their injuries anew.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use basic medical supplies to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.