It would be improper, nay, even absurd for the Emperor of the United States of America to fall victim to the machinations of those who would attempt to influence him - fortunately, when acting in his Imperial Role, Issac is quite inured against such perfidious trickery!
You gain the following benefits at all times. You must actively and obviously be using Imperial Regalia to gain the benefits of this Effect.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
After gotten injured on some kinda Adventure go to his old house basement and he found an old of research about way to make special healing mix and infused with mana it will start healing at rapid pace on help heal scars it smells kinda bad
Exert your Mind and spend 1 minute to activate. Select a Living or Dead target within arm's reach. You must actively and obviously use Mortar and Pestle to activate this Effect. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Dexterity + Occult at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. Your patient is required to don’t Break your promises for the next month. If they violate this rule, your treatment is immediately reversed.
If you heal an Injury on a target that has been dead for less than an hour and it reduces their Wound Level to a non-lethal level, their life is restored.
Transformed
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, Grappling, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
Possession of this Power grants the following Battle Scar: Wheezing.
Possession of this Power grants the following Trauma at all times: scared of Crosses, Phobia of Crosses, rolle self-control in order not to run away from crosses, and religious symbols of Christian Origin.
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
Her eyes glimmer and glow as her face, like a veil of obscurity, hides her true intentions. Yet those same eyes... Those piercing red eyes seemed to read others deeply, and that soft voice, one that none can ignore... How strange, indeed... Though her temperament is... worse?
You gain the following benefits as long as you have your Glimmering Red eyes.
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).
Possession of this Power grants the following Trauma at all times: Vengeful.
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
The day Joshua Norton the First died, there was a funeral procession over two miles long, & the day was marked by a total eclipse of the sun. Now, a new Emperor has risen to unite & heal the divides of America - Emperor Issac Norton the II (formerly Issac Neuman). When wearing the iconic attire associated with the role, Issac presents a commanding yet comforting presence. While the media & the shareholders that watched his profitable start up tank say he is mad, no one can doubt the conviction behind his eyes:
The Emperor has come to save us from ourselves.
You gain the following benefits at all times.
Your Charisma rating is increased by 3. 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).
Possession of this Power grants the following Trauma at all times: Emperor of the United States.
You also gain the following effects:
Sir Arthur king looks to be dead after having been struck down but instead he seems to be in a deep slumber. In his dream after a while, Sir Brandon of the basement appears. Brandon gives Arthur the true love kiss waking him up.
Arthur was in and out of hospitals a lot as a child, it made him despise modern technology associating it with the troubles of his childhood.
“With you forever more, my one true love”.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state, though you appear dead to any means of detecting life. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Brawn, or if you take an Injury with Severity greater than your rating in Brawn, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
Possession of this Power grants the following Trauma at all times: technophobe.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
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.
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
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.
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: