Ji tucks his hand beneath the imaginary guard of whatever assault rifle he imagines in his head; pulling the trigger with his other hand... materializing invisible bullets of thin air, explosions, and overall DAMAGE towards his enemy!
You gain the following benefits at all times.
You are permanently and visibly transformed: Tattoos aligning his crest, reading out in Sanskrit / Pali script: "If you learn Self-Control, you can master Anything". You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1 and your Perception is increased by 1.
You may make a +2 Weapon Damage Automatic Rifle (Bang Bang Hands) : Both hands pointed at the target, together, like a rifle. attack without additional equipment.
The Severity of any Injury caused by psychic attacks is increased by 2.
Rory slits his hand or wrist and as the blood drips from the wound, he orders a command to a group of four people or less. His subjects go slack-jawed and their eyes turn a glazed white as they go to complete his command.
Take a Severity-1 Injury and spend at least one Action. Select a number of Sapient targets equal to your Charisma within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. The targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
They will be unaware that they are under any sort of compulsion until the effect wears off, but they will appear obviously mind-controlled the entire time to anyone observing them. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the damage is from a character the GM hasn’t named.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
As Phil fights, he kicks, he bites, and he beats you with his wings, not with the strength of a man, but the precision of a knife.
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 +0 Weapon Damage (instead of -1).
Possession of this Power grants the following Trauma at all times: Delusions of Invincibility.
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:
Activating this requires Liv to do a small ritual, where she channels the demon from an artifact, and draws on it's knowledge of all the languages of the world. The looks like Liv chanting a bit, and then a bit of dark energy flowing into Liv's mouth.
Liv can speak in any language, and understand all languages exposed she is exposed to. She can allow the demon to speak for her, and it will say what the person she is talking to wants to hear, soothing them.
The power relies on Liv conceptually borrowing the speech ability of demons.
Exert your Mind and spend one minute. You must actively and obviously use An object with a demon in it (Crafted bound servant or demon themed upgrade) to activate this Effect.
You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language for the next hour.
While active and speaking to a single individual, you may choose to use glib tongue. When you do, anything you say to them (even gibberish) will be exactly what they want to hear. You gain no understanding of what that might be.
Ji grabs his opponent, holding them in his arm, he forces his mouth onto theirs and suck's out their life force... slowly draining them until all that is left is but a cold, withered corpse.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for grappling and choking.
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 Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
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 seasoned necromancer's darkest art spits in the face of the natural order. Given sufficient preparation, they may temporarily revive any dead individual.
Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach that has died within the last month.
Your target rises as an Animate being. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Attributes are all the same as they were in life. Raised creatures have access to any Effects they had in life.
You may only use this Effect once per day.
As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.
You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.
You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift's Cost is capped at 2 and cannot be increased further.