Upon use, the sounds of a heartbeat overwhelm the crowds in witness. According to the tenseness of the shot, an unseen Baseball announcer from the 1920s narrates the shot, the target, the consequence. As the Bat hits the ball, the crowd gives reaction according to the result.
Bro woke up one day, chose violence with a bat.
You gain the following benefits as long as engaged in combat with Ball and Bat.
You receive +2 dice to all rolls using Ball and Bat. Reloading is considered a Free Action.
You also gain the following effects:
Otto is a refined gentleman, an octopus of his word who loves to communicate and build bonds with the land-dwellers he surrounds himself with. However, if any were to insult his homeland, he must teach them with ruthless efficiency that the sea never forgot their escape.
You gain the following benefits as long as you succeed on a Difficulty 8 Intellect + Culture roll.
You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
Possession of this Power grants the following Battle Scar: Lost Tentacle: In the binding of such a beast and his severed limb, so too did come the ability to whisper into the mind of man.
Possession of this Power grants the following Trauma at all times: Wrath of the Sea: If a land-dweller disrespects a creature of the sea, you must roll Self-Control or attempt to take vengeance.
To be one with nature, one must evolve to be built for it, to be prepared for each facet of it. So her eyes are sharper, her hearing is clearer, and she is more suited to the cold, a speaker and more quieter form, a body designed to remain unnoticed when seen...
You gain the following benefits at all times.
You are permanently and visibly transformed: Longer ears, Sharper eyes, longer and thicker eyebrows and eyelashes and small tufts of fur on each ear. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1 and your Intellect is increased by 1.
Your body is adapted to Stealth and Sight. You receive +3 dice on non-attack rolls related to Stealth and Sight.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
Possession of this Power grants the following Battle Scar: Shoulder Subluxation.
The Severity of any Injury caused by Cold Iron is increased by 2.
Hamil sits in the confessional. The broken sit across. They confess their scars and sins. Their regrets and woes. And in the light of God. And with the authority granted to him by Heaven. Hamil forgives. And takes the weight off their minds and souls.
Exert your Mind to activate. Select a Living target within arm's reach. This Effect cannot be used unless there is clear daylight and you are in a church. Over the course of one minute, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Influence at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
goku leaves behind high winds and teleports anywhere
Exert your Mind and spend an Action to activate.
You can run at three times your normal movement speed for the next minute.
If you perform an all-out Sprint while this Effect is active, all attacks targeting you suffer -3 dice for the next Round.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
Harold's nanobots emit tiny pulses of electricity that stimulate feelings of positivity and trust towards him.
You gain the following benefits at all times.
Your Charisma rating is increased by 2. 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).
You also gain the following effects:
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying:
The detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
Doc puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible. You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. Doc seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. 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. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Medicine 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.