At last, after much training, his primary wings are functional for flight.
Exert your Mind (unless Alternate Form) and spend a Free Action to activate.
You may levitate off the ground at three times your normal walking speed. The effect lasts for the next minute, though you may choose to end it at will.
Runa raises her hands in the tradition nin nin ninja hand sign and a blue barrier, covers herself and those within 20feet of her.
A gift gained from inari perhaps.
Exert your Mind and spend an Action. Roll Charisma + Influence at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 4 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, 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.
Possession of this Power grants the following Battle Scar: Fox ears(yes you can hear with them) sprout from your head and a fox tail sprouts from your tail, Fox teeth fill your mouth replacing your human teeth, -1 to social rolls -1 to perception.
"I hate those damn monsters, I just have a keen sense of where they are..."
Exert your Mind and spend one minute.
You automatically detect all Alien Monsters within 50 feet 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 Alien Monsters targets are within 50 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
Even if there are no Alien Monsters within 50 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
All Alien Monsters who you can sense are equally able to sense you.
Like a character, in a certain kind of novel, he seems to have just the right kind of thing to solve the situation.
Exert your Mind (unless you win a coin flip) and spend 1 minute. You must use up Pen and Paper in order to activate this Effect.
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 may create firearms.
Roll Perception + Alertness 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. The created item lasts 2 hours.
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.
As you center your focus on your own shadow, it begins to envelop you and bend the light creating an obscuring mirage. In the light this may appear like a heat shimmer. In darkness it may appear as swirling mists. The less light there is present to bend, the more successful the effect. Some rumors suggest practitioners that have mastered this technique can completely disappear from sight.
Wrapping oneself in shadows is mentally and physically draining. With increased training practitioners are able to withstand the effects without the taxing exhaustion. As with any gift that brings one closer to the void, extreme caution is advised lest they find themselves careening into the depths rather than skirting in the shallows.
During the duration of this technique, the user effectively does not cast a shadow, regardless of near by light sources.
Exert your Mind and spend an Action.
You and any clothes or equipment you are wearing are partially obscured from sight for the next 10 minutes. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty.
Entering Combat or being Injured will end the Effect. When the Effect ends, it is disabled for 1 hour.
You may turn this Effect on and off at will during its duration.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
A gesture and a word, so simple once known, may put the world at a distance.
Exert your Mind and spend an Action. Roll Intellect + Occult at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, 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 a faint ripple in the air around you. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.
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.
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 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.
The "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
Expend a point of Battery and spend an Action.
You automatically detect all people wielding weapons within 300 feet 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.
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying: