Charles raises his gun up, with a quip "fuck justice, you deserve death." He reinforces his shot out of the gun with his telekinetic power. A crosshair appears on charles glasses as he looks at the enemy.
Sherlock closes his eyes and slowly thinks about all the time he has shot a firearm. He things and slowly grasp the feeling of the bullet moving, the gun shooting, the hammer hitting. the gunpowder exploding. He feels every aspect of the gun he's using and with his eyes close, his mouth in a slight grin, he presses the trigger. The bullet seen by those with a sharp eye has a odd purple tint to it as it hit a bullseye on a target. Sherlock opens his eyes with a satisfied look and when he pulls down his shade for a small bit, his right pupil which is purple, burst into flame and with a purple hue, his pupil has a fiery aura around it. He pulls up his shades again, feeling more confident and more comfortable with his power. Slowly accepting it. "despite how little i wish to admit it, I must say, you've been very useful for me." Sherlock puts away the gun and starts walking off to his car, returning home, as he prepares for another commission and continues to do his job.
You gain the following benefits as long as engaged in combat with firearms. You must actively and obviously be using Glasses to gain the benefits of this Effect.
+2 dice to all firearms rolls.
You also gain the following effects:
Augustine, despite no ‘proper’ medical training has a penchant for helping people out of tricky situations, including those with grave injuries. With the blessing of the afflicted, he can help out.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target must also Exert their Mind to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Melee 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 shiver wracks Grace and Obedience’s body and a faint blue glow illuminates their left temple from the double eye tattoo there. They have a moment of vertigo as their consciousness is pulled back and forth from beyond the “veil” to gather a sense of who’s hanging around in it.
The girls’ power continues to grow with their search for the mess they made from Pandora’s Box. They’ve already gotten ahold of the feeling to emulate when they know they’re headed towards a spirit of interest; they’ll be able to conjure up that feeling again from now on.
Exert your Mind and spend an Action.
You automatically detect all Spirits within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
Even while this Effect is not active, if any Spirits come within 300 feet of you, you may roll Perception + Alertness, Difficulty 7 to detect them.
Even if there are no Spirits within 300 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
Any Spirits detected while the effect is active are “marked”. You will continue to detect them until the effect ends, no matter how far away they move. You will also continue to detect them after the effect ends, so long as they remain within 300 feet of you.
Frank is an adept swimmer and moves with agility in or out of the water.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
They don't make humans like they used to. A lifetime of experience eating garbage to survive, enduring illnesses without doctors, and just toughing out infections means that Amaranth is pretty much the top of the human survivability pile, his genes are just uniquely suited for resisting incredible poisons and toxins, able to adapt to even the most potently lethal things humanity can throw at each other.
You gain the following benefits at all times.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects:
After receiving the wish, the magician performs a variety of tricks with the hat, creating a fun display for the viewer before fabricating the item that was wished for.
Exert your Mind (unless you win a coin flip) and spend 1 minute. This Effect cannot be used unless there is an audience of at least 5 people. You must actively and obviously use a magician's hat to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Charisma + Performance to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
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:
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a door, lock, or locked target within arm's reach. Cannot be used on Alien technology. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within arm's reach. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.