Momma Ettu is so persuasive, she can convince people they are being deceived by their own memories, and only Ettu can fill in the blanks. He words slot into the memories like lock and key, more often than not to minimize violence...
Exert your Mind and spend 1 minute to activate. Select a Sapient, Living target within arm's reach. Roll Charisma + Influence at Difficulty 6.
If you succeed, a specific period of time (up to 1 day long) from your target’s memory is replaced with new memories of your choosing. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last friday night”) or by reference to a specific event (i.e. “when the murder occurred”).
The the target is confronted with compelling evidence that contradicts their memories, they may roll Mind at Difficulty 7. If their Outcome exceeds your Outcome on the initial roll, they realize that their memory for that period was manipulated, but they will not regain their old memories. If they fail, they may still distrust their memory, but they will not suspect manipulation.
Paula Is begining to change slightly becoming more flexible and noticing she slightly more bouyant.
You gain the following benefits at all times. You must actively and obviously be using vehicles to gain the benefits of this Effect.
You have 6 Armor, which only reduces damage taken from Collisons and fall damage. Any armor piercing effects from Collisons and fall damage are ignored. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
The user momentarily dissolves into a shadowy mist and reappears at the chosen location. The user briefly becomes incorporeal, merging with nearby shadows. After a brief moment of dark, swirling mist, they materialize at the chosen location.
When activating the ability, the user’s body becomes enveloped in dark, shifting shadows that blend with the surrounding darkness. As they leap, a brief, eerie chill may pervade the air, and faint whispers or murmurs might be heard, hinting at the dark magic involved. Upon arrival, the user reappears with a subtle flash of dark energy, the area around them momentarily darkening before returning to normal.
Spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
Possession of this Power grants the following Battle Scar: Chronic Ankle Instability.
You naturally exude an aura that seems to draw people in and with just a grin you can get away with just about anything with a smile on your face.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. 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).
The Woods Walker has watched. It has seen. And now, it becomes more. Like them.
Spend a minute.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you stand upright like a scarecrow before folding over yourself and becoming more human-like.
This Gift's Cost is capped at 2 and cannot be increased further.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
Whenever the gift user successfully dismembers a living target with a melee weapon, a blurry effect strongly reminiscent of a coronal loop is briefly emitted from the dismembering cut in the direction of that weapon's swing. The parts of this phenomena that are close to the target's skin faintly glow an uneasy red instead of remaining colorless and clear.
You gain the following benefits as long as you are engaged in combat with daggers.
+2 dice to all rolls with daggers. You may Defend against firearm attacks from any range using daggers.
Possession of this Power grants the following Trauma at all times: Nightmares.
You also gain the following effects:
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
The survivalist spends a moment setting up a makeshift booby trap. The tripwires and pressure plates are so expertly hidden, they can only be noticed by those who have fallen victim to them before.
The victim is hit with a tiny curare dart. Pain wracks their body as a potent neurotoxin spreads through their veins.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 300 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.
The trap looks like a tripwire, a pressure plate, or a hidden switch. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
The beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
The mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
You gain the following benefits at all times.
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).
Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects: