Fexts possess incredible strength and inhuman durability leading many to call them invincible, while the statement of them being invincible is not true it is true that they can achieve feats of strength inaccessible to most.
there are no outward changes.
This ability is caused by the users soul affecting the body
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
You also gain the following effects:
Kel takes out some sand from a pouch and gently blows it in the direction of her target. The sand glows golden and gently wafts into the targets mouth, nose, ears, and skin. When people look into the flowing sand they see their worst nightmares. She takes close inspiration from her dream-friend.
"Test subject number... one-dash-seven-dash-three. Sleep experiment, day 10, K____ D_______, researcher. Subject shows heightened posterior parietal cortex and prefrontal cortex activity during allocated resting times. Subject has been mentioned or sketched in several of the other *creatures* dream logs, even if subject had no previous interaction with them. Subject seems unaware of her influence on others at the present moment. Will continue to monitor, though with a request for further testing.” The tape cuts and another, less professional tape automatically plays.
“Post script to today’s log on one seven three, I believe I may have been affected by its mental influence. The details are fuzzy but I remember seeing the subject saying something to me before waking in a cold sweat just before this. This job is waring me down…”
Exert your Mind and spend an Action. Select a Living target within 30 feet. You must use up a paw full of sand in order to activate this Effect. Roll Dexterity + Athletics at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Contested Outcome x 3 minutes.
Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
You may determine the content of an affected target's dreams while they are asleep, but they must involve you in some way, and will reveal you as the source of their sleep as well as reveal secret information about yourself to them. By maintaining Concentration, you may enter their dreams and converse with them directly.
When activating this Effect you may attempt a knockout. If you do and your Contested Outcome exceeds 4, the target falls asleep immediately. Otherwise, they suffer the drowsy penalty for 2 Rounds.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see people see their worst nightmares writhing in the sand as it flows..
Possession of this Power grants the following Trauma at all times: Hypnagogic hallucinations: whenever you sleep make a self control roll, if you fail when you wake you still believe you are in the dream and lack self preservation for the next hour or until you find sufficient proof that you are awake (GM’s discretion).
Dorris conserves the last remaining energy in his body to hold himself together.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
You are an undead creature, a corpse slowly shifting into a ghost. Your body resembles your past self but with various alterations like blue skin, white glowing eyes, and gaunt features.
You gain the following benefits at all times.
You are permanently and visibly transformed: ghastly appearance. You are considered to be a Sapient, Non-Living being when targeted..
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)
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
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 Holy magics is increased by 2.
The body looks like it has heavy cybernetic implants. Fists are obviously reinforced metal, motor control is a little too perfect. A covered data port is visible on the side of the skull.
After multiple activations of Battle Mode, the scientist in charge of Zeta's development have opt'd to embrace her mechanical nature instead of trying to hide it. After all, regrowing artificial flesh isn't currently on an industrial scale.
You gain the following benefits at all times.
You are permanently and visibly transformed: Android. You are considered to be a Sapient, Non-Living Computer when targeted..
Your body is adapted to Disguise. You receive +3 dice on non-attack rolls related to Disguise.
Your Injuries no longer degrade with time.
Your appendages can reach an additional 30 feet.
Your body provides you with the functionality of Computer Hacking. If used to attack, these "tools" use the same stats as a small knife.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
targets eyes slightly glow with red flame like colour
You gain the following benefits as long as blindness.
Your senses are enhanced in the following way.
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
The mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
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.
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:
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country 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.