N@N0, until recently, was not capable of much, but now imbued with the power of the contracts, they can move from one technological device to another to gather information and record.
When moving to a device like a computer or phone, a person looking for them will find N@N0's avatar. On something without a screen, they will find a small, harmless color-changing arc of lightning.
Exert your Mind and spend an Action. Select a Location within 10 feet. Make a Trauma roll when you 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. You may have at most 1 wards running at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.
Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later.
Reconnecting with the will of sports, most notably football.
Putting himself as the protector of football and with this patriotism and spirituality, he puts himself through rigorous training as he pushes himself to the limit in the name of football, in doing so in the name of football he has gained a mark the football players eye black, that covers the cheeks and a line across the bridge of the nose to connect cheeks, all covering in eye black. Alongside well with this constant flow through him it tends to be a bit uncontrollable at times and cause him to sometimes break little things.
Mans love for Football and making sure its pure into literal strength
You gain the following benefits as long as you have your Permenant eye black on the face.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
Walnut's body is adapted to hunt at night, noticing the slightest change in smell or sound.
There sense of smell is more akin to taste as walnut's long tunge tastes the air leading them to pray. And there antlers work as their missing ears absorbing sound waves from all directions.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Grognar thrusts his Axe forward, and the air splits like torn flesh, unveiling a bleeding rift in time. Shadows coil within, flickering between what was and what should never be. A cold, aching whisper seeps through, filled with regret and longing. As he retrieves what is his, the wound shudders, pulsing with the weight of his unnatural existence before snapping shut, leaving behind only the lingering scent of something lost to time.
Spend a Quick Action. You must actively and obviously use any Axe to activate this Effect.
You may withdraw an item from your stash, or add an item that is within 30 feet of you to your stash. You may only stash targets which are not possessed by someone else, and are freestanding and unattached. You may Exert your Mind and spend an Action to stash items in others' possession, but they automatically notice that you stole the item.
You may store Objects in your stash, each no larger than something which could fit inside a rolling luggage bag (60 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Grognar swings his axe, cleaving through the very fabric of time. A grotesque tear opens, blood oozing from the wound in reality itself..
Possession of this Power grants the following Trauma at all times: Echoes of the Fallen.
Whenever you withdraw an Object from your Stash, you must immediately Stash another object to replace it. You may only stash objects you are attuned to. Attuning an object requires one minute of physical contact.
Shadow tendrils rise from the dead corpses shadow, or if there is no visible shadow, from the ground underneath it. The tendrils wrap around the targets body, inside and out. and begin to puppet the corpse somewhat activating the targets internal organs, even wrapping around it's heart and beginning to pump it.
this gift is created by the users mental thoughts of godhood, to even defy death around him and turn it into a weapon
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Dead target within arm's reach that has died within the last hour. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
Eden scars from Cyber Genesis Begin to open up and those that are paying Attention will notice that the smart bugs and animals begin to run and the small plants immediately begin to decay as the field around him begins to mimic the same field that gave him his health scare.
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As the Zone covers more and more ground. Anything caught inside of it that does manage to stay alive is immediately hit with the sound of an engine or nuclear reactor running at full blast not allowing you to hear anything.
Basically, ever since Eden’s brush with cancer and his hazard surgery to try to fix said cancer His body has been changing more and more. The surgery initially restrained the effects and made him more resistant to radiation, but once the disease was “Cured” Or at least the harmful symptoms disappeared. He started to notice that his body physiology began to change more and more in the cybernetics he put into himself after the surgery began to evolve, as if they were alive. This development is his body. Airing out overflowing radiation that it produces
Exert your Mind and spend an Action.
You create a hemispherical dome of radiation originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. While active, you are always fully affected by your zone as if you were standing in it. The area inside your zone is affected in any number of the following ways:
Any time someone leaves your zone, they remain affected by your Zone Effects for an additional 3 Rounds as if they were still within the zone.
Your zone blends with the environment, seeming to arise naturally from local effects. Observers who roll Perception + Alertness and achieve an Outcome 4 or higher notice that it is unnatural.
The influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet. Your target should be intuitively based on the triggering event.
You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics 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 4.
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.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
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.
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.