After a brief conversation, Chip's able to become best of friends with anyone-for a while. He can adapt his personal 'persona' and play off of the behaviors and subconscious tells of the target, by the end of the conversation, they'd do anything for each other.
Chip doesn't 'play roles', he lives them, lacking any true sense of self. Most likely, it's DID or something similiar.
Spend one minute to activate. Select a number of Living targets equal to your Charisma within arm's reach. Make a Trauma roll when you activate this Effect. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.
If you succeed, for the next three hours, affected targets will do things they otherwise wouldn’t have done, inspired by Loyal Friendship. They will not necessarily display their emotions in an obvious way. Your own emotions are also shifted in the same 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.
Both attacking someone and being attacked will end the Effect.
This Effect is not obvious, and the only sign you are using an Effect is A Conversation with the target(s), with a sudden serious attitude. Will mention that they're buddies now, or something similiar.. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift's level is capped at 2 Gifts and cannot be increased further.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
Mansquito possesses the chitinous shell of a mosquito, and as such can shrug off most lesser attacks, but is vulnerable to insecticides.
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming damage from all sources of physical attack except Gas. Armor from multiple sources does not stack.
Jean's clipboard clicks as he secures a fresh piece of paper at the top. Popping the cap off his pen, the man throws his gaze across the terrain before starting to scribble down notes on the parchment, occasionally closing his eyes and listening in or taking another quick glance across the environemnt. He stays dead silent, slowly moving to inspect the area from different angles, making sure no details are missed.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a ledger and a pen to activate this Effect. At the end of your investigation, roll Perception + Alertness at Difficulty 6.
You learn the following information about the area:
Due to his larger and dense muscular fibers that are comparable to steel cables, the user of this gift is more durable to all forms of damage
You gain the following benefits at all times.
Your Brawn rating is increased by 0. 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).
You also gain the following effects:
Philly snaps three times before a lit spray can seemingly spawns from nowhere and is punted at the target.
* If in full combo
Philly's singing/rapping seems to energize the air around the target as it spontaneously ignites in rainbow flames.
Any flame Philly controls also glows this rainbow aura regardless of state.
Exert your Mind (only for extinguishing a fire, no cost for starting one) and spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire).
You may start or extinguish a fire as large as a fire in a residential fireplace at your target. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 3 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
You bite your target somewhere on the body and suck. In an instant, blood courses from their body into your mouth. When you are finished, you spit: something black and writhing hits the ground, then dies.
Exert your Mind and spend 1 Action. Select a Living target within arm's reach. Your target takes a Severity 1 Injury.
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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Ellipsis bite and suck the blood from the target.
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects:
The mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The doctor is a master at surgical transplantation. As long as they have a donor part, they can replace any permanent, lingering battle scars on their patient. Of course, the transplanted part doesn't always match, and the patient must be careful to follow the doctor's aftercare orders, or the replacement will be rejected.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up a donor body part matching the injured area in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
Healing a Battle Scar in this way leaves behind a mismatched replacement on the target which cannot be healed.