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:
after Imbued with the power outer-space power core with pure power of in-extinct and warnings of danger
Exert your Mind and spend an Action to activate. Select a Animate target within 20 feet. Roll Perception + Alertness at Difficulty 6.
If you succeed, you create a Barrier around your target, which absorbs the next Outcome Damage. The Damage reduction from the Barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The Barrier will fall if you are interrupted, or if it absorbs the full amount of damage. When a Barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
bro's diet includes vitamin D leading to better intellect
he got the food from his funds and some contacts
You gain the following benefits at all times.
Your Intellect rating is increased by 3. 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).
It would be rather conceited and grandiose of Luci to label herself as a Master of Shadows, but this evolution in her connection to the Well makes it a close call.
Just like the conspiracy theorists say, the shadows can indeed talk. In fact, they can have quite a lot to say about those that like to hide within them. Luci would know- she's seen them both in and out of The Well. Whether they're all that happy about it is one of many philosophical questions, but the fact of the matter is that they do indeed talk.
Such beings only require a bit of nudging and a sip of her Source in order to spill what they know and act as beacons for Luci. Not only do they point her in the proper direction, but they will also aware her as to what her targets are hiding from or disguising themselves for.
And even without any direct calls to action, Luci's intuition awares her of any restless or uneasy shadows that might have information about nearby scoundrels for her.
The shadows that exist outside of the Well are either only personified by Luci herself or a product of her power. When a shadow points her in a direction, it manifests more as a feeling than an actual shadow getting up pointing in any particular directing.
Think of it more like Luci projecting herself into the surrounding darkness- a process that while not riskless, is certainly fruitful.
Exert your Mind and spend two Actions performing the following ritual: Luci mutters for the shadows to show their hand as she pours her Varnish at her feet. You must use up 6 units of Varnish in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You automatically detect all hidden beings (i.e. actively in hiding or actively conealing their presence) and disguised beings (i.e. actively wearing/using a disguise/facade) within 1 mile of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
If no hidden beings (i.e. actively in hiding or actively conealing their presence) or disguised beings (i.e. actively wearing/using a disguise/facade) targets are within 1 mile of you, and then one enters range, you automatically detect it, even if this Effect is not active.
Any hidden beings (i.e. actively in hiding or actively conealing their presence) and disguised beings (i.e. actively wearing/using a disguise/facade) detected while this Effect is active are “marked”. You will continue to detect them until the Effect ends, no matter how far away they move. You will also continue to detect them after the Effect ends, so long as they remain within 1 mile of you.
You learn basic information about why each detected being is being detected. For example, if you detect Criminals, you may learn how many crimes they have committed and what type.
You receive a detailed silhouette of their body and clothes for each being you detect.
In the span of a minute, Bryan carefully traces the outline of whatever object he's creating using either a drawing utensil or his fingers. If the quality of his tracing is sufficient enough, he can then pull the object out of its outline and manifest it into the real world.
Exert your Mind and spend 1 minute.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Intellect + Crafts to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
You may produce paper with this Effect without Exerting your Mind or making a roll. The amount produced is double your normal maximum volume.
Possession of this Power grants the following Battle Scar: Synthetic Joints: Your ability to create from nothingness spawns from your partially synthetic frame. Whenever your left shoulder takes a major blow or is otherwise put under stress the GM may dislocate it. A dislocated limb cannot be used until you Exert your Mind and spend an Action to reset it.
You slowly shift into a new form of your choice, changing both your body and clothes.
The changes are physical, but when examined very closely, will appear just ever so slightly off.
Spend a minute.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will. Your disguise will not hold up to close scrutiny.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
This Gift's Cost is capped at 2 and cannot be increased further.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind and Spend an Action. Select a Living target within 20 feet. Roll Intellect + Occult at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
This Effect is not obvious, and the only sign you are using an Effect is that you keep peeking at the target. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air.