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:
A silver color resin that covers the object/surface
One day, Vihn Thach was messing around with chemicals in his lab and had made a huge break through. He found a chemical compound that would react with resin quickly and make it the object practically indestructible. Unfortunately, it seems to slowly lose its effectiveness and after many trials and errors, he has decided to continue his research, he will require chemicals from out of this world.
Exert your Mind and spend a minute to activate. Select a non-Alien Device within arm's reach. You must use up 1 vial of special of resin in order to activate this Effect. Cannot be used to improve Armor.
For the next hour, your target receives 1 extra dice to all actions taken with its intended use. While it is upgraded, the item cannot be destroyed.
Moonstone shimmers with blue-white light, and her body is covered in transparent stone in her image.
This image moves and punches and kicks to block attacks on moonstone separate from her.
The power that flows through moonstone becomes a barrier with her shape.
Exert your Mind (unless you win a coin flip) and spend an Action. This Effect cannot be used unless you are in the form of Moonstone. Roll Brawn + Melee at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome +4 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, 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.
Daisy has manifested her spiritual self and become one with the animals and their ways. She can speak to them with spoken animal noises.
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.
Obedience may jerk Grace’s body out of the way of incoming attacks, or swat them away completely. She becomes a little more “present” as she does so, brighter for just the flash of a second it takes her to deflect the damage.
Obedience would do anything in her power to protect Grace. It’s not just because Grace is what keeps her tethered to this world; they are best friends, and their bond is what makes them stronger in more ways than they can count.
You gain the following benefits at all times.
You have 4 Armor, which reduces incoming damage from all sources of physical attack except Fire. 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.
Amaranth leans down to the earth, and inhales deeply, before coming up with all the speed he can muster and swinging his hand harshly to the side. Temporal energies swirling from his time piece and into the track in an ethereal grey mist that suffuses itself into the track, and alights the others for Amaranth to follow.
Exert your Mind and spend a minute. Select a Sapient target or a Creature within arm's reach. You may select a target at any range if you use up A track of the target of the target. You must actively and obviously use A timepiece to activate this Effect. At the end of your investigation, roll Brawn + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
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 Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects:
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
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 units of water 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.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.