Rasha, in Fallujah lost her arm to the handheld explosive thrown into her bedroom. The powers that be decided to invest in Rasha and a cybernetic prosthetic arm was gifted to her by a mysterious man in the back of an Alley. The arm resembles an arm covered in silicon to have a synthetic appearence. However at her command a blade can extend from the top of her arm to slay her foes.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Thrusting sword.
Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.
Darren is unaffected by the weaknesses of mortals until is isn’t.
You gain the following benefits at all times.
You get +1 dice to any Body resistance rolls you make. You also gain the following effects:
Kashmir always seems to have an ethereal glow about her: a radiant perfect complexion, silky dark hair, and always seems to be wearing some sort of rich perfume, only those who are familiar with the flowers of her home have been able to figure out the scent...
You gain the following benefits at all times.
You are permanently and visibly transformed: iridescent skin and a constant aroma of datura flowers blooming at night. You are considered to be a Sapient, Living being when targeted..
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
Ed holds an eyeball, whispers an incantation into it, places it into position, the iris of the eyeball turns a slightly glowing green and it is locked into place. From here Ed is able to see and hear from this eyeball as if they were his own senses. When he is using this power to see through these, his eyes glow green as they do with many of his different powers.
Exert your Mind and spend an Action to activate. Select a Location within 10 feet. You must use up eyeballs in order to activate this Effect. Make a Trauma roll when you activate this Effect.
You place a ward, which is fixed to its initial location. You can perceive with all your senses or activate investigative Effects through the ward as though you were standing at its location. You may have at most 3 wards running 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.
Whenever something crosses into the observational range of the Ward, you and those you've allowed to tune in are alerted by a dinging sound similar to an egg timer.
Rhythmic, you dodge and weave past the mob. Untargetable. Unstoppable. You switch it up before they can lock on, and begin the game again. Never the same interval. Always shifting, always changing. A flawless dance punctuated by the harmless incapacitation of one of their number, until none are left.
You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using hand wraps to gain the benefits of this Effect.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
When Wonderland's gift is activated, participants experience a surreal transformation of their surroundings. The environment shifts unpredictably, morphing into fantastical landscapes straight out of a dream. Colors become vivid, and ordinary objects take on bizarre qualities. Participants may find themselves behaving unusually, influenced by the enchanting but unpredictable nature of Wonderland.
Exert your Mind and spend an Action. Select a Location within 60 feet of you.
You create a hemispherical dome of Alicia goes crazy and affects those around her. originating at the chosen Location, with a radius of 60 feet, and lasting for as long as you maintain Concentration. The area inside your zone is affected in any number of the following ways:
You may end this Effect prematurely as a Free Action.
Possession of this Power grants the following Trauma at all times: wonderland.
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
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:
True to their namesake, the hacker can penetrate the security of any computer system, granting access to its informational stores, or, in a pinch, allowing them to issue commands. The hacked system will display a flickering image of a ghost until it is dismissed.
While hacking, The Technician's fingers move with supernatural speed, blurring like a ghost.
Exert your Mind and spend 1 minute. Select a Computer within arm's reach. Does not work on Alien technology. Roll Intellect + 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.
Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.
Every hack you make leaves behind a flickering image of a ghost in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
The priest channels their true faith into a brutal assault on the consciousness of demonic or unholy creatures. By wielding their favored holy symbol, a gilded crucifix, they can put a proper fear of god into them, leaving them cowering at any truly holy things they encounter.
Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Brawn + Alertness Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a Trauma of the GM's choice.
This trauma cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.
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.