Taking his two hands and placing them together, Akira emanates an aura that's warm to the touch. When its in contact, Akira's wounds and injuries from previous fights heal more consistently, and it's generally pleasant. Even when the fresh wounds are touched, it's more a numbed feeling than outright painful.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every day, starting once it becomes stabilized. You may also Exert your Mind and spend an Action to reduce the Severity of a single stabilized Injury by 1. Does not affect Injuries suffered as an activation cost for Effects.
Battle Scars caused by your Injuries will remain. Any Injuries you receive automatically count as a successful Makeshift Stabilization and do not deteriorate further.
Once an Injury has been reduced in Severity by two levels, it no longer benefits from this effect and instead heals as normal.
Preston uses a staff to draw a magic circle on the ground around or adjacent to an object. He then raises the staff and shouts "Epsilon Omicron!" With a mighty zap, the circle opens up to a swirling portal, and the object is drawn inside. The ritual may be performed without an object to summon an object that was previously sent to the void.
Spend two Actions performing the following ritual: draw a circle around or adjacent to the target and shout "Epsilon Omicron!". You must actively and obviously use a staff to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store any targets in your stash, each no larger than something which could fit inside an SUV (4,000 liters), and you may store up to 3 things at a time.
Animate targets may Resist being stashed. You must Exert your Mind to stash Sapient targets.
Kirk knocks on a nearby wall and sighs.
"Four soldiers, lined up to enter the room in 3... 2... 1-" The door bursts open.
Ever since he left Desert Storm, Kirk has felt different. Regardless of the skills he might've acquired, he knew for a fact that it wasn't normal to be able to fit a gun in a glove, especially not an assault rifle. It is only now that he is realizing that he is learning the way of the ghosts.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Some horrors are a little too much for the human mind, but others are watered down enough to simply leave them with horrible mental scars instead.
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you severity-4 injury. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Roll Charisma + Occult (6 dice) 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, your target will take 2 points of Mind Damage and gains two new Traumas of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.
these Traumas cannot be removed by spending Experience and undergoing mundane therapy. Targets that receive a new Trauma are aware that you are interacting with them but they do not view it as an attack or view the resulting Trauma as malicious. If their Trauma is treated, they will be able to see the reality of the situation.
Possession of this Power grants the following Trauma at all times: you must roll self control in order to act in a regular manner, rather than be overtaken by intense religious fervour once per contract..
The glistening on Aria's skin is armored of ice.
You gain the following benefits at all times.
You have 6, which reduces incoming damage from all sources of physical attack except cold iron. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
Stiff fingers puncture skin and swinging elbows shatter bones. Few are able to get back up for a second round.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1). The target's Armor is fully effective against this damage.
Possession of this Power grants the following Trauma at all times: Substance addiction; Hallucinogens.
You also gain the following effects:
The time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply 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 Perception + Survival (9 dice) 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.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance (3 dice) at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult (6 dice) at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. 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.
This Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.