A familiar face on the edge of your vision. That feeling of fingers and strings tip-toeing up your back; of being watched. You whip around, and sigh - nothing is there. Of course not.
It has already moved.
Grandfather, Great Spirit, you lived first, and you are older than all need, older than all prayer.
You walk between ways and weave between sights.
Cross the good road, and where you cross is holy - where you cross is unseen.
You gain the following benefits at all times.
You and any clothes or equipment you are wearing are partially obscured from sight. 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 day.
Possession of this Power grants the following Trauma at all times: Silver Bane.
Reacharound can stretch and bend his arms but only when he is reaching around corners and bends of some sort
You gain the following benefits as long as only applies to reaching around corners and bends.
You are permanently and visibly transformed: ________. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1.
Your appendages can reach an additional 30 feet.
You can squeeze through any cracks and passageways a cat would be able to.
Dr. Freeman's hands work as surgical tools. He may make incisions with a fingertip, saw through bone with a hand, and suture with a pinch.
You gain the following benefits at all times.
You are permanently and visibly transformed: Freeman's fingertips have silver streaks, as if scalpels are embedded within them. You are considered to be a Sapient, Living being when targeted..
Your body provides you with the functionality of surgical equipment. If used to attack, these "tools" use the same stats as a small knife.
Charles stares at the target, slowly, carefully manipulating his telekinesis into a small thread that slowly infiltrates into the targets brain. Using his telekinesis thread to navigate through the brain then slowly intercept the electrical signal, it starts to stimulate the memory portion of the brain then absorbs the electrical signals. Stealing the signal and allowing Charles to read and understand the signal.
Exert your Mind and spend an Action. Select a Living, Animate target within arm's reach. This Effect cannot be used unless Telekinesis is activated. You must maintain Concentration while the effect is active. Roll Perception + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question you ask and memory you replay takes a single Round to read.
This Effect is not obvious, and the only sign you are using an Effect is a stare at the target. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
When Jessica focuses, a portal materializes before her, swirling with an eerie glow of purples, pinks, and blues, frosted light crystalizing around the edges of the portal and geometric fractals opening upon themselves as seen through it. The light from the portal triggers brief, unsettling visual hallucinations of impending doom for those nearby. The portal itself bends spacetime, allowing Jessica to travel vast distances instantaneously, slipping through the fabric of reality with a single step.
Activation of the Chromatic Nexus triggers the "Monsters" limit, suffusing the area with an otherworldly, prismatic glow that unsettles the mind and warps perception and reality, evoking the cosmic horror of colors beyond mortal perception: for Jessica's character concept, crystalline light is an independent alien intelligence (Inspired by "The Color of Madness" from Darkest Dungeon, Remiel from Neon Genesis Evangelion, and "The Colour Out of Space" by H.P. Lovecraft).
Exert your Mind and spend 1 minute. Select a Location within your line of sight. 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.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.
If you traverse any highway section for one minute, you may activate this Effect and travel to the edge of any other highway section that you’re aware of, regardless of range.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a portal opens bathing the entire area in an unearthly, arcane glow of sickly purple that induces a strong feeling of doom (triggers "Monsters" - see Extended Description).
Transform into a large black horse with a flowing mane and tail that seem like silken shadows. The eyes glow in the dark with a blood red light that casts creepy shadows down your long equine muzzle.
Exert your Mind and spend an Action. You must actively and obviously use A silver locket with the shape of the Battle Mare on it, inside of which is a braid of Her tail hair. To use, the locket must be opened and the hair braid kissed. to activate this Effect.
You transform into a Nightmare - a black horse with glowing red eyes for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
While transformed, you may speak and use any Influence or Communication Powers you posses.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.
The mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects:
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
The Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. 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.
You transform into a vampire bat or a wolf until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
Possession of this Power grants the following Battle Scar: A disfigured face with bat-like ears.