Oliver begins a slow and steady crouch, then in a blink of an eye he flings himself off the ground an incredible distance, leaving behind a dust cloud, and often following an enthusiastic chuckle.
Much like his second favourite animal the frog, Oliver can now experience the thrill of hopping about.
Exert your Mind and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
Reaching into their true form, for just a moment, they enter a limb into the shadows and bring forth just a temporary visage of their previous self, torn away from their conciousness to inact chaos on it's own.
Exert your Mind and spend an Action. Select a Location within 60 feet of you.
You create a hemispherical dome of eldrich body horror originating at the chosen Location, with a radius of 60 feet, and lasting for 5 minutes. The area inside your zone is affected in the following ways:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Plums body inverts, unnatural bone starts slowly stabbing out of their limbs as the flesh pops and boils into tooth tentacle-like whips, disappearing into the shadows before arising from the abyss to create an area of eldrich monstrosity.
He poses and points the weapon dramatically, imitating some movie or TV show character or movement as he does, and when he pulls the "trigger" of whatever fake (often toy) gun he's using lights and sci-fi sound effects come out of the gun and a red beam of light strikes the target. The beam starts immediately pulling apart living cell tissue into its composite molecules with a noise that sounds like a "Wilhelm scream."
Spend an Action. Select a Living target within 50 feet. You must actively and obviously use fake gun to activate this Effect. Roll Charisma + Performance 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 2. The target's Armor is completely ignored.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
...Oswald, with all of his might and intelligence, opens a door
Spend an Action. Select a door, lock, or locked target within 300 feet that is no more complex than a personal safe door or a keycard reader. Cannot be used on Alien technology. This Effect cannot be used unless Normal Oswald is active.
You may lock, unlock, and/or open your target.
Brie's skin is now thicker and hard to hurt.
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming damage from all sources of physical attack except Kitchen utensils. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
You may transfer your Armor to another target within 30 feet once per Round as a Free Action. You may transfer it back to yourself at any range.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
Days missing fingers return, with a slight glow, but appearing transparent and ghostly while using her powers.
Day has always wanted to know magic, and her favorite cantrip is "Mage Hand"
Day used a ritual she had found that required sacrificing fingers to gain the agility to summon mage hands to manipulate the world.
She wants to get more familiar with the magic hands agility, get stronger hands, more hands, more ability to attack and defend, create shields etc
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 4 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Possession of this Power grants the following Battle Scar: Day is missing the pinky and middle finger of her right hand and Day is missing the pinky and middle finger of her left hand.
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
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.
The mobster presents a reasoned, logical case to the target: there's a lot of dangerous folks out there, and only they can offer safety... for a price.
If they agree, they will pay the mobster a monthly fee for protection. If they stop making their payments... well, let's just say, the mobster can't be held responsible for any unsavory types that might pay them a visit.
This Effect cannot be used unless you are making a deal to exchange money for protection.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
The hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.