A security officer needs to know how to protect themselves. Not just with firearms and against danger, but how to brace against the pain and go against the grain. Using the power of N.A.P.S, Ingram has taken the memories of a great security officer that has learned to toughen up and roll with the punches. Nothing physical seems to hurt as much.
You gain the following benefits at all times.
You have 2 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
The user begins to flow a faint black and white aura, with their target also gaining a similar aura. The target will then mimic the exact movements of the user to a T unless they resist the effects.
Spend an Action to activate. Select a target within 20 feet. This Effect cannot be used unless The target must make the Exact same movements as the user. This means that if the user attacks, the target does too. If the user moves, the target moves too (and breaks free automatically if the range is left). You must actively and obviously use A Theater Mask to activate this Effect. Roll Charisma + Performance at Difficulty 6. may resist by rolling Mind at Difficulty 7.
If you succeed, your target will be restricted at their location by an intangible, ethereal 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.
Restricted targets may attempt to break the binding and escape by spending an Action and rolling Mind at Difficulty 7. Breaking free requires a total cumulative Outcome of twice the contested Outcome on the Effect activation.
You become fully restricted by this Effect, and are unable to resist it, though you may still attack or attempt to escape the binding as normal.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Battle Scar: The users eyes are permanently pure black. Not just the sclera but the users eyes are quite literally dark voids which no light can enter..
...and binds up their wounds."
With a flash of fire, Billy can help mend the body of one he targets, with faith and flame.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up a flammable object 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.
Visible gills on his neck / chest that seem to flare outwards whenever he inhales quite too deepl- WATERBLAST! AHHHH
You gain the following benefits at all times.
You are permanently and visibly transformed: Gills on neck / chest.. You are considered to be a Sapient, Living Creature when targeted. Your Brawn is increased by 2, your Dexterity is increased by 2, and your Charisma is increased by 2.
While in the ocean, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.
You may make a +2 Weapon Damage high-pressure water-machinegun spit (Assault Rifle; Dex + Athletics) attack without additional equipment.
Any creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
Possession of this Power grants the following Battle Scar: (Disfiguring) Hydrotrothe (he can't spell it): You need water & moisture, alot, like alot of it alot of the time. ((Any time you are talking or otherwise spotlighting a scene; you must drink atleast a pint of water. You are at +3 Difficulty to resist any water-deprivation or Exposure against water deprivation.. If you ever fail an Exposure roll against water-deprivation, you take a Severity 1 Injury or similar.), Concussive Neuropathy: Intellect rolls take twice as long (minimum of two Actions) and you receive a -2 dice penalty to all Initiative rolls., Always Wet: You are always wet, like perpetually wet, any rolls made to detect you or otherwise find you are made at -2 Difficulty as a water-trail / the smell of your sweat is pungent & obivous., and (Disfigured) Dive Ears (You suffer a -2 dice penalty to any roll which benefits from hearing. You cannot distinguish the words of others in loud situations.).
Possession of this Power grants the following Trauma at all times: Delusions of Grandeur, Seasavior: You must roll Self Control to ever harm, through inaction or action, sea or marine life (even though you regularly consume them)., and Delusions of Invincibility: You wholly believe yourself to be invincible, roll Self Control to ever back out of a life-threatening risk.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
Having further advanced their knowledge of the technology, Dr Lazcowicz and Eliza have reconstructed the Mind/machine interface as an internal structure within the vertebrae themselves and extending through internal nerve fibers, eliminating both the dermal patch controller and the visible trace glow when the power is in use.
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 subject's salivary glands have adapted to secrete a highly toxic, fast acting venom.
Spend an Action to activate. Select a Living target within 300 feet. Roll Dexterity + Athletics Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much damage plus 1. Armor is fully effective against this damage.
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.
This Gift's level is capped at 2 Gifts and cannot be increased further.
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 time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.
The influencer knows just how to-- well-- influence people. By following a suggestion with a wink, smile, or a look of astonishment, their target is sure to be swayed. Is it any wonder they have a following of such incredible fans? Hit like, smash subscribe, and for the love of all that is holy, don't forget to retweet.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be 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 minutes. 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.
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.
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
The hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.