By positioning the three gnomes in a certain order, they can choose where to hit their enemy despite it potentially being behind cover if there is a pathway free. Their thrown object will then return back to its original thrower in the order is was thrown.
You gain the following benefits as long as you are engaged in combat with A long wooden javelin.
+2 dice to all rolls utilizing A long wooden javelin.
You also gain the following effects:
Ky Matranaga is too infamous to walk in public-- in order to survive, the devil inside must convince the world that he doesn't exist. By absorbing the life essence within him, Ky is able to change his form to fit his needs. Some blood must be spilled in the process, of course. But at this point, it's the least of his concerns.
Spend 2 Actions. You must actively and obviously use a sharp object to draw blood to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
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 cannot alter your clothes. 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see blood drain from Ky's body and form into live, supernatural tendrils that change his form.
This Gift's Cost is capped at 2 and cannot be increased further.
Moht calls upon the power of his dark god, Moht, to change his features to appear as a normal human.
Spend a minute to activate.
Your appearance changes to Max. The disguise lasts for two hours, or you may end it early at will.
You are only able to shift into the one predefined appearance. This 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 cannot alter your clothes. A disguise cannot affect your Attributes or other stats.
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.
Guppy can take a needle and slides it through the plush body of a small plush toy. After one minute of pseudo-sewing, the plush seems to come to life-- stand on two legs and do as it wishes, at the beck and call of Guppy and his commands. Should it need to communicate with Guppy, it does so in a variety of squeaks.
After the incident with the stranger, some terrible rumors sprouted from the disappearance. A bunny, too, disappeared from class during the time that Guppy was supposed to take care of it. Guppy didn't have many friends after this. That was when he took his needle to his already made plushies. He put down his dinosaur and made some new seams into the dino using his needle and some thread... and it sprouted to life! Guppy was the one who got hugged this time, just like he wanted when he tried something new with his dinosaur. Now it was the time for hiding as, one day, the bunny returned to class. But it was different. The bunny was a lot more... fluffy than before. Softer. But no child paid any mind to it. As long as they said it was a bunny, the bunny was a bunny, right? And if there was a problem, surely the bunny would squeak up about it.
Exert your Mind and spend one minute to activate. Select a toys within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a needle 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:
LT. Renzo Corsetti presses the target in a very soft friendly manner beguiling them with well place words and spoken traps leading to the target revealing more then they intend and spilling the beans on there internal struggles.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. At the end of your investigation, roll Perception + Investigation 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 Spoken in a frustrating dialogue with user and made publicly available.
Carpathia's body splits open, (usually one of her limbs but it isn't required) and her roots seem to take on a mind of their own. Moving wildly and contrasting the very human flesh they seem to sprout from.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Carpathia's body opens up to reveal a writhing mass of roots that wraps around the target and burrows underneath their skin.
The Necromancer temporarily assumes the form of their own corpse, complete with maggots, spilled entrails, and exposed bone. They cannot move while transformed, but their empty eye sockets see as well as ever.
Exert your Mind and Spend an Action.
You transform into your own corpse for one minute. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings as normal. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
You may end this Effect prematurely as a Free Action.
The Witch summons a crow, whispers a message to it, and sends it off to deliver her words. Half an hour later, the crow arrives at the recipient and repeats her message aloud in its croaking, animal voice.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.
You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.
The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this damage.
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.