Scaling cards is the art of throwing normal playing cards with such skill and precision that they slice vegetables or stick into walls. This one has learned to throw cards which are metal with auch finesse they are not dissimilar to shirikens.
You gain the following benefits as long as you are engaged in combat with Playing Cards.
+2 dice to all rolls utilizing Playing Cards.
You also gain the following effects:
The user grabs their glasses and clean them while looking at the spot they wish the ward to appear in.
Exert your Mind and spend an Action. Select a Location within 10 feet. You must actively and obviously use a pair of glasses to activate this Effect. You must remain within 1000 feet of your ward to access its senses.
You place a ward,. You can hear and see through the ward as though you were standing at its location. You may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.
Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later.
Mandy has attended college in Dortmund Germany and majored in computer science. She knows how to hack machines with any smartphone quickly enough to be able to bypass most firewalls or defenses.
Exert your Mind and spend 1 minute. Select a Computer within 20 feet. Does not work on Alien technology. This Effect cannot be used unless the target is capable of connecting via bluetooth. You must actively and obviously use a smartphone to activate this Effect. Roll Dexterity + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
You may issue a "self-destruct" command that leaves the hacked system's hardware inoperable, even if that machine had no such functionality previously. Only works on Computers.
Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.
Your hack cannot be discovered by system administrators or firewall software for a number of hours equal to your Outcome on the initial roll.
You may only use this Effect once per day.
As Clyde is about to fight, if he sees his combatant being an actual issue, or danger to all, he starts to morph his body, re-figuring and moving his bones at a fast pace, fur growing off of him, claws growing out of his finger.
Exert your Mind and spend a Quick Action.
You transform into Werebear for 3 minutes. You have access to all of your Powers while you are Werebear, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Dexterity is increased by 2 and your Perception is increased by 2. Your Stress is reduced by 2.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Fur sprouting on his body, his body morphing, skin slightly stretching to fit the new figure.
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
Aaron's eye pulse in a painful glare.
Spend an Action. Select a Living target within 45 feet. Roll Intellect + Occult Difficulty 6. The target may contest by rolling Mind, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 2. Armor is fully effective against this damage.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
If the target receives an Injury, they are knocked back 5 * Severity feet.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Intellectual: When someone one ups Aaron in any way, Roll self control to resist the urge to murder them.
The wearer's right pectoral is covered in White tribal tattoos over the crescent moon, The wearer's neck is covered in white tribal tattoos about the Mímir spring, The user's back is covered in golden tribal tattoos about Yggdrasil and The user's iris turns a deep gold.
You gain the following benefits at all times.
You are permanently and visibly transformed: Æsir. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, your Perception is increased by 1, and your Charisma is increased by 1.
While addressing a crowd, the influencer may use coded language to send secret messages to a particular person in the crowd. These messages can't be noticed or understood by anyone but the intended target.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you are speaking to multiple people and the target is listening.
You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.
The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Effect is not obvious, and the only sign you are using an Effect is your left hand making a fist. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
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 psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.
The Witch gazes at a calm and trusting animal and blinks, revealing eyes that have changed to match the creature's. Her body goes limp and collapses, and the witch proceeds to walk away, now temporarily borrowing the animal's body.
A borrowing Witch is a visitor in the animal's mind and cannot overstay her welcome or force the animal into danger.
Spend an Action or Reaction. Select a Non-Alien Creature target within 20 feet. The target may Resist.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious. You may perceive through your original body's senses by maintaining Concentration. If your original body is touched, you may roll Perception + Alertness to notice. You may spend an Action to end the possession early.
Stats: Any Actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.
Gifts: You do not have access to any Gifts while you are possessing your target.
Death: If the host suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body. If the possession ends and your original body was killed or destroyed, you will die.
Eviction: You cannot force your host to take Actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.