a small computer screen flips out from inside Alistair's right Arm, he begins to intently focus on it until a string of ethereal lines composed of gears link his arm and the device together. the gears turn into the lines of code that are being sent back and forth between the two points.
Exert your Mind and spend 2 Actions to activate. Select a Device within 20 feet. Does not work on Alien technology. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Severity-4 crunched arm. 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. The hacking roll and their defensive roll are both 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.
Your command does not have to take effect immediately. Instead, upon a successful Hack, you may specify a condition under which the specified command is issued or simply suspend the Command until you desire to activate it.
When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.
Every hack you make leaves behind a animated Clockwork dove Clippy in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
Jan. 3, 2024, 6:24 p.m. - Improvement Cost: 5. Added Enhancement: Concealed, Removed Drawback: Focus
The widow's body subtly transforms with each activation, reflecting her growing connection to the darkness within. These transformations are discreet but powerful, granting her enhanced physical abilities tied to her burning desire for revenge. Each improvement feels like a step toward becoming something greater, something darker. Her fingers may elongate slightly, her muscles coil with more strength, or her senses sharpen unnaturally, as if she is growing into an entity of shadow itself. With each use, Jenny feels her inner darkness expanding, shaping her into the weapon of vengeance she longs to be, a being not yet fully formed but steadily becoming.
Exert your Mind and spend eight hours. Select a Living target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
Mansquito’s mutated body possesses super humanly powerful adrenal glands, allowing him to put on intense bursts of speed for a short period of time, making even the fastest creatures look slow by comparison.
You gain the following benefits as long as In Combat.
You can run at two times your normal movement speed.
Bev utilizes all of her focus and mental processing to dedicatedly operate on a target. She cuts into them with mechanical precision, using an available set of surgical tools.
The knowledge for treatment is called directly upon from a sub-system within Bev's multifaceted mind. Expending herself, Bev forcefully extracts the knowledge required for treatment and automates her body to work through it with machine-like precision and efficiency.
Exert your Mind and spend 1 minute. Select a Living or Animate target within arm's reach. You must actively and obviously use Surgical Tools to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Technology 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.
A-RAX1's body shifts and reorganises itself. Wires emerge like snakes from various joins and ports, plates opening up to reveal latches. The wires coil and meld into the device, bringing it into the network that is A-RAX1.
Exert your Mind and spend a minute. Select a computers within arm's reach. Can be used on Alien technology. This Effect cannot be used unless it is used to Splice yourself with another computer. Cannot be used to improve Armor.
Lasts the next day. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice.
You may choose a second valid Device target while activating this Effect and splice both targets into a single new Device. The newly created item has the same size as the larger of the two initial targets, and can be used to perform the same actions as either of the original items. It receives 2 to those actions for the next day.
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.
Your arms and or legs muscle density increases, they seem to shift into a more reptilian form at the moment of impact for just an instant.
Your reflexes become so fast that you can intercept bullets relying on your suddenly harder limbs and fast regeneration to compensate for the kinetic force.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +4 Weapon Damage (instead of -1).
Possession of this Power grants the following Trauma at all times: Battle Rage.
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:
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.
The Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
The Severity of any Injury caused by fire and heat is increased by 2.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, 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 you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.