The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.
You can run at three times your normal movement speed for the next minute.
You may bring another being along without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
You are a Mind Flayer, or Illithid, an eldritch species. They feed on brains, are unisexual, and amphibious.
You gain the following benefits at all times.
You are permanently and visibly transformed: Purple skin, long claws, white eyes, hairless, face tentacles. You are considered to be a Sapient, Living being when targeted. Your Perception is increased by 1 and your Charisma is increased by 1.
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)
While in Space, heat, cold, pressure, radiation, and other native hazards do not affect you. Dangerous local flora and fauna will not bother you unless you give them a reason.
Possession of this Power grants the following Battle Scar: Sensitive Eyes.
Possession of this Power grants the following Trauma at all times: Sociopathy.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
Jacko doesn't know what can be thrown, Jacko just picks up and goes Yeet, and it goes places.
You gain the following benefits as long as you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
You also gain the following effects:
Being exposed to a vast multitude of tools, gadgets, and complex machinery of all types bestowed Mason with the know how and proper techniques to fix virtually all sorts of mechanically based objects within his area of expertise.
Spend 10 minutes. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll Brawn + Crafts at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
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.
With the constant contracts to where he risks literal life and limb is giving him a good flashback to when he crawled through hell and fought in the war, having survived turmoil and pain as he was handee many bad cards in his time to tortured, stabbing, shot, and various near death situations he believes pain is more of a friend than and enemy and embraces it to fuel his goals. Using items of his past to constantly remind of the pain and what of it.
You gain the following benefits at all times. You must actively and obviously be using World War 2 Memorabilia to gain the benefits of this Effect.
Your Body and Mind Penalties are reduced to 0.
Liam is guided by the dead, who guide him to do better & spur him on his way - in this manner, he always seems to be one step ahead, ducking aside or striking first as the ghosts tip him off to danger.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The doctor heals severe injuries in minutes using only standard medical supplies. Lacerations seal under the needle and thread, and reset bones can be used shortly after.
However, for the treatment to last, the patient must adhere to any aftercare regimen the doctor requires. Those who violate the doctor's orders suffer their injuries anew.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use basic medical supplies to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
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. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.
The survivalist spends a moment setting up a makeshift booby trap. The tripwires and pressure plates are so expertly hidden, they can only be noticed by those who have fallen victim to them before.
The victim is hit with a tiny curare dart. Pain wracks their body as a potent neurotoxin spreads through their veins.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 300 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.
The trap looks like a tripwire, a pressure plate, or a hidden switch. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
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 Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.