Orikan has spent years mastering the revolver.
You gain the following benefits as long as engaged in combat with Revolver.
+2 dice to all Revolver rolls.
You also gain the following effects:
Aira, having fine-tuned her efficacy with her esper constructs, mainly her mental assault rifle, has caused her to be more precise with her shots and become a better shooter, a better fighter... a better esper.
You gain the following benefits as long as engaged in combat with mental assault.
+2 dice to all mental assault rolls.
You also gain the following effects:
You look around, highly alert, and your nose wiggles with each sniff as you take in a plethora of sensory information.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Adjusting his glasses causing whatever he has his eyes locked on to move and using it to leave behind clues or reveal clues. Its the purest form of telekinesis.
Exert your Mind and spend an Action. You must actively and obviously use Glasses to activate this Effect.
As long as you maintain Concentration, you can take Actions and interact with things that are within 300 feet without needing to physically touch them or be near them. Lasts for two hours. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 6 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Possession of this Power grants the following Battle Scar: Shoulder Subluxation.
Possession of this Power grants the following Trauma at all times: If someone aims at him with a gun, must roll mind to not become aggressive.
A fire burns in their eyes and their back busts in a splash of burning flesh which expands out and glows on ends with mystical fire. The blood hardens and strings of flesh stat to weave their way to the form bloodied wings and a burning depiction of Autumn leaves and Orange Lilies. With their body primed, it warps in the direction of the leap before the body is sent forward, leaving a cascade of burning petals and fallen leaves upon their path. As the blood and ichor settle, there is a moment of temporal implosion: a visage of a monstrous being stretched abnormally for a brief moment, and the smell of burning flesh and fading fire is left along the path travelled
Spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. If you have activated this Effect 10 times it the last minute, you must Exert your Mind.
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.
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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see their body warps in the direction of the leap before the body is sent forward, leaving a cascade of burning petals and fallen leaves upon their path. As the blood and ichor settle, there is a moment of temporal implosion: a visage of a monstrous being stretched abnormally for a brief moment and the smells of burning flesh and vegetation is left along the path travelled.
Possession of this Power grants the following Trauma at all times: ClosedEnclosed Personality: You have trouble with being openly honest and generally find it much easier and safer to avoid the topic entirely. Any time you are asked about yourself, or are offering information about yourself, you must succeed a Self-Control roll in order to tell the truth. If you are ever caught in a lie, you must Exert your Mind in order to come clean. Off: (Anti-Social).
Every attack the user makes with a longsword seems to carry a level of control to it, their eyes left with clear focus with every strike.
Each of the user's attacks leaves a faint white, misty trail behind it, as every strike is bolstered by the user's intense focus given energetic form.
You gain the following benefits as long as you are engaged in combat with longswords.
+2 dice to all rolls with longswords. You may Defend against firearm attacks from any range using longswords.
You also gain the following effects:
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
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.
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.
You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
You may turn this Effect on and off at will during its duration.
Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.