Nickolai uses all of his might to smash his fists together, with enough force to send a shock wave traveling throughout his entire body, hurting him in the process.
As his monstrous metallic arms make contact with one another, a cacophonous screech of metal fills the room, followed by a mighty roar coming from Nickolai himself, the roar is that of an furious bear. NIckolai puts all of his willpower into that singular roar, as his vision goes red and he gets filled with rage fueled by, in no small amount the pain coursing through his body.
Following the first roar, another one resounds as if in response, directly behind the target of Nickolai's ire, as a giant semi transparent brown bear comes out of thin air, restraining the target.
Exert your Mind and spend an Action to activate. Select a target within 20 feet. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Brawn + Animals at Difficulty 6. The target] may contest by Defending or Dodging.
If you succeed, your target will be restricted at their location by a physical, tangible binding. They cannot move to a new location, and any physical actions they take suffer a dice penalty equal to twice the contested Outcome from the Effect activation, except attempts to escape or break the binding, which only suffer half this penalty.
The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of damage equal to twice the contested Outcome from the Effect activation. Damage from multiple attacks is cumulative and stacks linearly.
Arcane Opium weakens the victim mentally and physically, causes hallucinations, and does damage overtime.
Exert your Mind and spend one minute. Select a Living target within 25 feet. You must use up Money in order to activate this Effect. Roll Intellect + Medicine at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Perception + Medicine at Difficulty 6, and can be cured by Rehabilitation.
You may cure any target you’ve afflicted at any range as a Quick Action.
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.
When a Psychic employs their powers of persuasion, they can be compelling indeed. With a gentle push, honeyed words can become psychic commands - enforcing the will of the Oracle over those less resolute.
Exert your Mind and spend at least one Action. Select a Human target within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
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. This interrupts Concentration.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
As he is not a creature of flesh, he does not need sustenance. The internal core of Haver provides everything he will need, forever.
You gain the following benefits at all times.
You no longer require any food, water, or air in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
Big Benjamin has been malformed into the shape of a simple 100 Dollar bill due to a poorly botched summoning ritual. the only difference between him and a normal modern 100 bill is the serial number labeled as 6666666 and a slightly frowning Benjamin franklin.
You gain the following benefits at all times.
You are permanently transformed into 100 Dollar bill.
You can perceive your surroundings as normal, and you may control the functioning of the object you have transformed into (for example, opening your doors if you are a car).
If you are broken, you cannot take any Actions until you are repaired.
If anyone wields, equips, wears, or uses you while you are transformed, you may take physical actions using their body. Your Action comes directly before theirs in Initiative, and all rolls are made with your stats. You may opt to utilize your Action to "help" your host, allowing them to use your dice pool for their chosen Action.
You can use any Powers that do not require movement on your own. You must be wielded or equipped to use other Powers. You cannot use Artifacts or Consumables, but if you have transformed into a Legendary Artifact, you may use the other Effects attached to it.
Your passive Powers affect anyone who wields you.
The marble-like core that exists just under her solar plexus glows begins to glow a bright gold, sending golden geometric streaks down her body, separating her meat like machinery, reforming into something new and beautiful.
Exert your Mind and spend 30 minutes. You may only target yourself. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
You may end this Effect prematurely as a Free Action.
Possession of this Power grants the following Trauma at all times: Born This Way: Must roll self control to hide any bodily alterations.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
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).
You also gain the following effects:
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.
As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.
You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
You may turn this Effect on and off at will during its duration.
Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.
The detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.