Bo's missing arm has been replaced with a psychic phantom limb.
Exert your Mind and spend an Action.
You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can stretch to reach an additional 30 feet.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
Your Extra Appendage is incapable of fine object manipulation.
With a snap of his fingers, an orb of strange colours comes into existence, vast yet empty, a distortion made from the space alteration between Aurel and his target and the enormous increase of space that forms from this pocketed existence... Previous uses without the correct movements broke something. Perhaps an arm, or something closer. Due to his previous abandonment, he can no longer bear to trust another with his life no longer.
Spend an Action. Select a target within 300 feet. Roll Intellect + Occult 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.
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.
Possession of this Power grants the following Battle Scar: Shoulder Subluxation.
Possession of this Power grants the following Trauma at all times: Paranoia.
You were made for traversing the waves, being able to swim at high speeds through nearly any condition.
Your shell is structured in such a way that water can easily flow around it, increasing speed.
You gain the following benefits as long as you are swimming.
Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
REX's design is an unique blend of alien, apocalyptic, and ancient-looking technology, which, along with the beastly head and tail, give off the vibe of an odd, constructed creature more than just a plain old robot.
Altough they often complain about shoddy and maintenance costs, the chassis has seemingly whistood the wastes REX calls home for an unknown amount of time-- though that is no doubt partly due to its owner's expertise in engineering.
You get a cookie if you tell me which song that tagline references.
You gain the following benefits at all times.
You are permanently and visibly transformed: Xenometric Android. You are considered to be a Sapient, Non-Living Computer when targeted..
No single organ in your body is critical for life. If any of your body parts are separated from your body, you may take Actions with the severed part for three hours. You may reattach severed body parts by spending an Action and Exerting your Mind.
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by Electricity is increased by 2.
(Does a ritual that transforms the corpse a bird into a raven under the witchs' control.)
Under the moonlight the struggle of feathers breaks the cricket's chorus. Circe's mark etched into ground underfoot, a bound pigeon laying atop it. A young witch unsheathes her athame, it's silver blade reflecting the moon rays in the poor pigeon's eye. As the blade comes down with a sickening squelch, the pigeons' death throes echo throughout the woods, followed quickly by muttered incantations, the witch turns the blade on herself, allowing it to pierce her flesh, blood dripping on the fresh carcass below. The blade glows faintly, pulsing with an ethereal indigo glow as the pigeon's carcass begins to undergo a transformation, the blood mixing and rising into the air before shooting back into the lifeless body as it begins to twitch and turn violently, it's feathers and beak becoming an distinct ebony as it rises, it's newly feathered head looks at the young witch, giving her squawk and a bow. The witch smiles in delight.
Take a Severity-1 Injury and spend one minute. This Effect cannot be used unless you sacrifice a feathered creature under direct moonlight. You must actively and obviously use an athame or knife to activate this Effect.
Summon a single Raven at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
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.
You may only use this Effect once per day.
Emily does not remember the night she drank from the Red Grail.
Her body does, however.
After a certain party, where she asked Gen-Wyld for better mods - and a willingness to pay, of course - she was denied. After ~~storming out~~ leaving the party, she was approached by another. He offered what she wanted.
Attending a ceremony of the Red Grail, she was offered a chance to drink from it. And she did.
She only remembers what else happened that night in her redmost dreams.
She awoke the next morning in her bed, her body aching. Her fur and bed both soaked with sweat and other fluids. Her muscles - her entire body - bulges and there's a soft feeling of electricity in all of it.
She just hopes the tremors in her paws go away. Cyclobenzaprine seems to help with that.
You gain the following benefits at all times.
Your Brawn rating is increased by 3. 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).
Possession of this Power grants the following Trauma at all times: The Red Grail's Worship: You must roll self-control to not partake of any hedonistic vice offered.
You also gain the following effects:
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 survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.
You cannot investigate the same target more than once per day.
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.
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 Necromancer may exert their will on any undead creature, forcing it to act as they desire. The Necromancer's eyes turn completely black, and they speak a command to the creature in the language of the dead.
Exert your Mind and spend an Action. Select a Non-Alien, Non-Sapient, Animate target within 20 feet. This Effect cannot be used unless the target is undead.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.