Jason swings with tremendous force at one of their baseballs, which screams towards their target at barreling speeds.
Exert your Mind and spend an Action to activate. Select a Non-Sapient Object within arm's reach no larger than a duffel bag (35 liters). You must use up Baseball in order to activate this Effect. You cannot target objects which are currently in someone else’s possession. Roll Dexterity + Athletics Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
You may use this Effect to destroy a hunk of material as large as a duffel bag (35 liters), even if it is a part of a larger structure or object.
When activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.
every 4 hours a ghostly apparition of the animal that the skull came from seems to manifest underneath wolf before the apparition begins to gradually consume them as trails of ghostly dim blue light stretches up an around their body.
By utilizing the spirits left behind in the bones of a hunts prey the hunter can eliminate the scent that they would normally leave behind in the world around them
You gain the following benefits at all times. You must actively and obviously be using animal skull to gain the benefits of this Effect.
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.
Bast is part of a higher order of life than humans, octopi, and their ilk. This has many advantages, and a few drawbacks.
Some of the advantages: Male and Female ports and plugs of various kinds throughout their body, 4 and 5g internal antennae, bluetooth capability, on-board gps (intended to track location if they got stolen, but being spoofed thanks to recent modifications).
Some of the disadvantages: Still need water, for coolant. Non-grounded electric shocks are incredibly deadly. Difficulty interacting with humans in non-lab settings.
You gain the following benefits at all times.
You are permanently and visibly transformed: Human-passing Android. You are considered to be a Sapient, Non-Living Computer when targeted. Your Brawn is increased by 1.
Your body is adapted to Interfacing with technology. You receive +3 dice on non-attack rolls related to Interfacing with technology.
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
Your body provides you with the functionality of surgery suite. If used to attack, these "tools" use the same stats as a small knife.
Possession of this Power grants the following Battle Scar: Flat Affect.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
Possession of this Power grants the following Trauma at all times: Superior Race.
The Severity of any Injury caused by Electricity (not including through normal charging/interfacing functions) is increased by 2.
Weaving their blade into a fluid tapestry of defense. The ritual commences with a swift, controlled draw of the katana from its scabbard, mirroring the precision of an Itamae's knife as it slices through ingredients. The blade emerges like a moonlit reflection on tranquil waters, its obsidian surface shimmering with unspoken mastery. With the katana held poised and ready, Machida executes a seamless arc—his movements embodying the grace of an iaido master. The strike, a controlled yet devastating motion, finds its target with an elegance reminiscent of a perfectly crafted sushi roll. The blade's whisper cuts through the air, each movement speaking to years of honed technique. As the blade moves through the air, Machida's focus shifts from offense to the intricate art of defense. With a practiced maneuver, the blade is angled slightly downward, allowing any detriments—be it blood or disruption—to fall away like excess ingredients discarded from a dish.
The crescendo arrives as Machida deftly returns the blade to its ebony sheath, embodying the essence of iaido's swift resheathing—an art that transcends time and now encompasses defense. As the blade clicks home, a transformation transpires. Machida channels the katana's innate energy, erecting an imperceptible barrier borne from the same tranquility that imbues his culinary creations. This newfound barrier mirrors the unspoken prowess of a chef safeguarding the essence of a dish. It seamlessly repels oncoming assaults, combining Machida's finesse with the blades potency. The iaido-inspired stance encapsulates the harmony of defense and artistry, unveiling an embodiment of tranquility that stands as a testament to the dual mastery of blade and kitchen.
Exert your Mind and spend an Action or Reaction. Select a Animate target within arm's reach. You must actively and obviously use Any Sword to activate this Effect. Roll Dexterity + Melee at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome + 2 Damage. Half the damage absorbed is reflected back at the attacker, which they can Defend against as normal. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
With a simple flicking motion, the Outlaw "magically" teleports a small piece of lead through your skull with a firearm.
You gain the following benefits as long as engaged in combat with American-made guns.
+2 dice to all American-made guns rolls.
Possession of this Power grants the following Trauma at all times: Sticky Hands - You just can't help yourself when you see nice things. (Whenever you would come across something with high monetary value; rare jewels, case full of money, etc., roll Self Control or do your best to steal it).
You also gain the following effects:
Called for and slipping out from behind Grace’s head like an ash-black Cheshire, Horatio comes padding silently from behind the girls' head, down to their arms. A quick swipe of his claws, and a wound is opened- but on Obedience’s arm, not Grace's. The girls drip the ethereal blood into the mouth of the target, sharing the substance free of all physical impurities and full of life that won't quit to cleanse them. The target glows faintly blue from their throat, to their chest, to their stomach as their body is cleansed, but the process is not complete until 15 minutes later when they spit up blackened, viscous and diseased-saturated fluid.
If Grace needs to clear an area of disease, she may have Horatio cut a bit deeper so that she can walk a spiral, dripping blood that soaks into the ground and cleanses it just as well. This is an effect partially left over from Obedience's time as a tree, learning root systems and what it means to be connected to the heartbeat of the ground.
Pesticides, maggots, lockjaw… there is no room for restrictive impurities in Grace’s body. They were sick of it, literally and metaphorically, so they found the cleanest thing they’d always have and made use of it. Blood that never darkens or catches disease, blood that embodies will and aid. Obedience will heal- she needs only herself to do so. Horatio has the short end of the stick with his guilt, but even that is temporary.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may only cure diseases which can be treated with modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
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 Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival at Difficulty 6.
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.
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: