with the power of touch over the process of doing maintenance a mundane firearm will start glowing with golden runes coiled around it's barrel and emblazoned onto the handle enhancing it for an entire day
Exert your Mind and spend an hour to activate. Select a non-Alien firearm within arm's reach. Cannot be used to improve Armor.
For the next day, your target receives 2 extra dice to all actions taken with its intended use.
Kano reaches into his hair, his hand disappearing into a swirling black vortex that pulses with alien energy. The cold hum fills the air as he effortlessly pulls items in, vacuuming them into the void, keeping his stash safe—unseen, untouchable, and secure.
Spend a Quick Action. You must actively and obviously use Afro to activate this Effect.
You may withdraw an item from your stash, or add an item that is within 30 feet of you to your stash. You may only stash targets which are not possessed by someone else, and are freestanding and unattached.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
Possession of this Power grants the following Trauma at all times: Suspicious Client.
Sudden implosion! Or explosion. One of them. It’s blue and purple, and yellow, and that specific shade of chemical reacting white.
Exert your Mind and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Dexterity + Occult at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Glowing spacematter and incredibly sharp stars explode!.
Jimson Shivers' transformation has begun. The element of cold that he seeks to channel is pushing itself to the surface. His palms are cold to the touch. It is a cold he knows he can spread. If he so desires, he can. The skin on his hand peels back. Slowly. Intentionally. Sensing his desire to help. Whatever he touches next, the Ice on his hands almost infects it. Causing massive crystalline growth all over it. Beautiful blue Ice shapes itself around whatever he makes contact with, turning it into a sculpted, beautiful version of itself. The ice totally encapsulates whatever he touches, leaving no surface on the item left unmarred.
Take a Severity-1 Injury and spend a minute. Select a non-Alien Device within arm's reach. Can be used on Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed. Upgraded Armor is shredded by half the normal amount. If it is a piece of Armor, it instead receives half that amount as bonus armor rating, rounded up. If an upgraded shield and armor are both worn, the upgrade bonus does not stack with itself.
Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see As Jimson places his hands on the object he wishes to Imbue, the skin on his palms slowly peels peels back, revealing that beneath his skin, there is nothing but ice.
The most painful times in Hezalea's life has left her indifferent to the pain. If she tries hard enough, she can tune it out as if it's background noise.
On pain:
One might say suffering is part of being human. Does that mean those who have yet to suffer are yet to be fully human? If that were true, if pain and sadness were a prerequisite for recognition, Hezalea would rather shirk it all.
On willfulness:
Muting any of the senses takes more than being told, "Just deal with it." But now... Hezalea can indeed say that to herself and expect herself to stop being so flustered by the incessant agony that hovers around her. It's all just a placebo. She's incredibly annoyed that this very power has validated all the insensitive words thrown her way.
On heroism:
Was numbness always part of being a hero? She doubts it. Often the most questionable heroes are ones who have become desensitized from the horrors that plague their lives. She wishes she could feel visceral disgust at all the atrocities in the world again, she wishes she could say that was the drive for her ambitions, but really, why does she continue moving forward?
Exert your Mind and spend an Action.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
Lorenzo sets a pile of $10,000 cash (or equivalent in other currency) on fire. As it burns, gold-green smoke wafts up from the blaze and into the nostrils of Lorenzo and 5 other people, who become immediately very high and full of euphoric bliss.
Spend an Action to activate. Select a number of Living targets equal to your Charisma within arm's reach. You must use up $10000 cash in order to activate this Effect. Roll Charisma + Alertness at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.
If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by happiness, joy, euphoria, or bliss. 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 Gift's level is capped at 2 Gifts and cannot be increased further.
The mutant has gained some control over their genetic instability, allowing them to trigger a mutation at will. When the need arises, their flesh warps and twists, and a new mutation manifests that is suited to whatever obstacle the mutant happens to be facing at the time.
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:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Your alteration "heals" over the course of the next month, after which it is fully cured.
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 Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
The beastmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and glow red like a dog's. While in this heightened state, they may sense heat signatures and triangulate the tiniest sound.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
The Severity of any Injury caused by fire and heat is increased by 2.