The Ranger does not approve of hunting with guns; they prefer using more personal weapons that bring them closer to the animal they are hunting, as was true in the times of their ancestors.
You gain the following benefits as long as engaged in combat with wooden longbows.
Your attacks with wooden longbows have their base Difficulty set to 6, are no longer limited by your Brawn, and deal +1 Bonus Damage. Armor is fully effective against this damage. Reloading is considered a Free Action.
You also gain the following effects:
Mr. Tummy has a Tamagotchi in her Tummy!
Mametchi gives a short vibration of confirmation from inside the Tummy. Mr. Tummy Mrrp's in surprise --
15 feet away, the Officer's service weapon goes off, angled unfortunately into his thigh by the body of the man he's holding down.
⁝⁝⁝⁞⁞⁝⁞⁝⁞⁞⁝⁞⁝⁞⁝⁞ʕु•̫͡•ʔु☂⁝⁞⁝⁝⁞⁝⁞⁝⁞⁝
Exert your Mind and spend 2 Actions. Select a Device within 20 feet. Does not work on Alien technology. Roll Perception + 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.
When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.
Every hack you make leaves behind a pixelated Mametchi in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
Possession of this Power grants the following Battle Scar: Soft spot - Sensitive tummy.
Possession of this Power grants the following Trauma at all times: Weak Willed - I can't stomach this!!!.
...
Spend an Action. Select a Living target within 300 feet. You may select a target at any range if you use up a drop of the target's blood or bodily fluid of the target. This Effect cannot be used unless the target is dashing or all out sprinting. You must actively and obviously use somthing sharp to stab the ground with to activate this Effect. Roll Charisma + Survival at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives two new Battle Scars of your choosing, limited by the contested Outcome:
All alterations you make must only hinder mobility.
This Gift's Cost is capped at 2 and cannot be increased further.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The Battle Scars you inflict manifest over the course of the next minute.
A soft whisper can be heard in Grace's voice. The sound puts the mind to rest as the thoughts comes to surround the trauma within their subconscious to mend it. Putting into a peaceful state as a song pierces their soul to replenish the mental state back to normal.
Exert your Mind to activate. Select a Living target within arm's reach. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Occult at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Gobster McJaw has lived a life where his medium is not respected, referred to as a wide array of nonsensical words.
I'm a Jester, THE Jester.
You gain the following benefits at all times.
Your Charisma rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Joseph's voice has always been complimented for being so enchanting and impactful to his audiences, so why not make it literally enchanting? When he sings and makes eye contact with a target, the lyrics of the song he's chosen will spill out of his mouth in glowing golden letters in the air, and Joseph will be able to draw out and manipulate the target's emotions as he so pleases. Anyone who the target interacts with during this may also fall under the spell, as the effect of his voice is just that hard to ignore. However, as all performers know, it's incredibly taxing to maintain such a strong command over a crowd, so for now, Joseph limits his usage of this ability -- after all, it is wise to keep your best performances for the best opportunities possible.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. Roll Charisma + Performance at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
When your target interacts with any valid target, they must roll Self-Control or be swept up in the same emotion. New targets pass it on as well, and so on, with the remaining duration decreasing by half until the chain stops.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
You may only use this Effect once per day.
The creature's claws rip through the poor, defenseless doctor's coat, opening deep gashes in their gut. It bares its fangs to lunge for the killing blow, but the doctor looks up at the attacker. Their eyes filed not with utter terror at their imminent demise, only a look of disappointment and pity. Touched, the monster hesitates. . .
This Effect activates whenever you receive a Severity 2 or higher Injury from an attack. It does not require an Action or Exertion. Select a Living target within 45 feet. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by remorse for hurting such a pure soul. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
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. 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 mobster presents a reasoned, logical case to the target: there's a lot of dangerous folks out there, and only they can offer safety... for a price.
If they agree, they will pay the mobster a monthly fee for protection. If they stop making their payments... well, let's just say, the mobster can't be held responsible for any unsavory types that might pay them a visit.
This Effect cannot be used unless you are making a deal to exchange money for protection.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.