A instinct honed through years of hunting, stalking, shooting, patience acquired and attained. Skillful mastery over the bow from a hunter.
You gain the following benefits as long as engaged in combat with Bows. You must actively and obviously be using Goggles to gain the benefits of this Effect.
You receive +2 dice to all rolls using Bows. Reloading is considered a Free Action.
You also gain the following effects:
Nov. 15, 2022, 12:05 p.m. - Revision Cost: 1. Added Enhancement: Bullet Parry, Added Drawback: Focus
Rei's innate technique, or Mahojutsu, allows them to channel their internal energies into other technological devices to manipulate them. They do so through by using electrum as a conduit- which allows them to manifest their sorcery in the form of coursing electricity between the focus and target. This lightning continues to linger after the hack is completed, acting as a calling card and allowing them to access previously hacked machines as well.
Spend 1 minute. Select a Computer within 20 feet. Can be used on Alien technology. You must actively and obviously use an electrum shard to activate this Effect. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
Every hack you make leaves behind distorted lightning in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The light around Simon is quickly enveloped, distorting and bending around him like a black hole. For a second, he leaves a silhouette - the next, he's gone.
And now, he's back - the same effect happens in reverse.
Simon enters the spirit realm, an act that he finds disturbing. Simon is, also, haunted by Kelpies. This guy is fucking surrounded by Kelpies. Darkstep is, inevitably, a very harrowing power for Simon to use.
The name is a No More Heroes reference. Blueberry Cheesecake Brownie, Strawberry on the Shortcake, ect ect.
Exert your Mind and spend an Action.
You phase out of reality for 4 Rounds. During this time, you cannot affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
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.
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. 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.
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 Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Danturea is very capable of using a gun even with her disability, she can do a lot more than expected.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
Possession of this Power grants the following Battle Scar: missing fingers and lost hand.
You also gain the following effects:
Mel pays attention to the world and has a sense of his surroundings boosted by his open mind.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.
You cannot investigate the same target more than once per day.
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
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 musician pours their heart and soul into their music, giving others some much needed perspective and solace and all around good vibes. This can be a temporary easing of the mind, but with prolonged music therapy it can even permanently cure psychic damage.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.