The wound immediately become numb and then pleasantly warm and tingly as the dogtor continues to lick it.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Dexterity + Athletics at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you thoroughly licking the wound.
Sheriff Perkins is practiced at disarming enemies and can easily destroy weapons by swatting them with his Phantom Limb.
Exert your Mind and spend an Action or Reaction to activate. Select a weapon within arm's reach no larger than a duffel bag (35 liters). Roll Dexterity + Brawl 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.
If you have access to the remains of an object you had previously damaged or destroyed, you may spend a Committed action to un-destroy it.
....
Exert your Mind and spend 1 minute. Select a Location within your line of sight , and which is directly adjacent to Car wash. You must be within arm's reach of Car wash to activate this Effect.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.
If you traverse any Parking lot of Gas station/diner/carwash for one minute, you may activate this Effect and travel to the edge of any other Parking lot of Gas station/diner/carwash that you’re aware of, regardless of range.
You may only use this Effect once per day.
When the user nocks and draws an arrow, they shine slightly.
You gain the following benefits as long as engaged in combat with combat bows. You must actively and obviously be using a bow and arrows to gain the benefits of this Effect.
You receive +2 dice to all rolls using combat bows. Reloading is considered a Free Action.
You also gain the following effects:
He grabs his gun and almost in a "Han Solo" style, shoots at the enemy with a long, cartoonish laser. it looks similar to something you would see from the old Star Wars or StarTrek.
The gun is just a toy gun. he has the ability to shoot people with his mind, but he doesn't know that and assumes that the gun has the power.
Spend an Action. Select a target within 45 feet. You must actively and obviously use A Toy Gun to activate this Effect. Roll Dexterity + Firearms 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.
This Gift's Cost is capped at 2 and cannot be increased further.
Somm gazes through the spirit veil, utilizing the boundary between worlds as a "cheat sheet" for X-ray. Unfortunately, his gaze manifests as a ghost orb in the psychical plane: a small ball of light which floats around eerily.
Exert your Mind and spend an Action to activate.
You may perceive things through Sight within 50 feet of you as though there were no walls or obstacles blocking your view for the next five minutes.
This Effect is not obvious, and the only sign you are using an Effect is the reflection of a bright orb in his eyes, floating around.. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Any Perception rolls made through obstacles are rolled at +1 Difficulty.
You create a visible manifestation at the Location where your senses are projected which looks like a ghost orb.
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
The beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
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.