Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
a tall, bipedal machine with a bulky chest, a main camera mounted on top, and four long bladed arms
You gain the following benefits at all times.
You are permanently and visibly transformed: Mechanoid combat form. You are considered to be a Sapient, Non-Living Computer when targeted. Your Brawn is increased by 1 and your Intellect is increased by 1.
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.
Your Injuries no longer degrade with time.
Your body provides you with the functionality of repair system. If used to attack, these "tools" use the same stats as a small knife.
You may make a +2 Weapon Damage arm mounted vibro blade attack without additional equipment.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
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.
You cannot speak any coherent verbal language and must resort to other means of communication.
You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
The Severity of any Injury caused by electricity surpassing 1000v is increased by 2.
A moment of concentration passes, and Don becomes deeply uninteresting to those around him. When he talks, it's just another indistinct voice in the crowd. When he walks, it's just a random stranger moving on. Anyone who meets eyes with Don would barely remember seeing him, and would likely forget about him the moment they look elsewhere.
Exert your Mind and spend an Action.
You are obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
Well, clearly Bobbi had either gotten her dosage way too low, or her tranquilisers simply didn't work against boars when the animal in question was a spectral apparition of an Etruscan idol dated 500-600 BCE. Probably didn't help that it was the size of a family sedan either.
Bobbi tried very hard to ignore the quaking in her legs as the monstrous thing ran at her. This was just like that time she'd got a glancing blow with that Medi-Dart vaccine on that bull, right? It had raged and charged at her headlong just like this, but the pain of the needle and the drugs in its system had made its movements sloppy and predictable.
She just needed to follow up and then dive to one side, just like that. Only difference being she wasn't getting back up if she fucked this up.
Deep inhale. Tighten the stock a little more against your shoulder. Now-
In a lightning-fast blur her free hand had plucked another dart from the pouch at her waist, and a moment later it had embedded itself in the ghostly boar's head in such a way that it almost seemed to slow mid-charge -- its feet kicking up dust as they ground against the hard earth and granting Bobbi barely enough time to roll to the side.
Holy shit, it worked!
Its a lil weird, but Crossbows can either be tied to Firearm Mastery or Archery Mastery, since they are affected by both (+2 to Firearm rolls, and +2 to rolls with Crossbows) - and I'd rather have it tied to Firearm Mastery when it comes to this character
I don't plan on abusing this for any stupid stuff like taking both Gifts to get +4 to rolls (pretty sure that wouldn't work anyway), I'm picking flavour over actual mechanical strength. I think it'd make more sense for my character to know how to use crossbows and guns rather than crossbows and bows (and since Archery Mastery gets the Quick Fingers enhancement for free, I'm actually missing out on a Gift point to do this)
You gain the following benefits as long as engaged in combat with crossbows.
You receive +2 dice to all rolls using crossbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.
You also gain the following effects:
When Johnny plays, and I mean really gives it his all, the air seems to vibrate with his notes and even the most hardened critics loose themselves in his melody.
Spend an Action to activate. All Animate targets within 20 feet of you who can perceive you through Hearing are affected. You must actively and obviously use Violin and bow to activate this Effect. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, the targets will keep their full attention focused on you for contested Outcome in rounds. They will automatically fail any rolls related to noticing anything other than you. If they cannot perceive you through Hearing for three Rounds, the Effect is broken. The Effect ends early if the target is Injured or enters Combat.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you.
This Gift's level is capped at 2 Gifts and cannot be increased further.
You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.
Alex's fingers twitch, tracing the story in the air. And with that, the object they are focusing on is promoted to... well, side character, at least. No longer background.
Spend an Action. Select a Inanimate target within 20 feet which could fit inside a rolling luggage bag (50 liters).
Your target will become Animated for three hours. 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:
This Effect is not obvious, and the only sign you are using an Effect is fingers twitching, writing something. 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.
Possession of this Power grants the following Battle Scar: Poor Art (Shoulder Sublaxation) and Nausea (Weak Stomach).
Possession of this Power grants the following Trauma at all times: Pyrophobia.
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
The psychic can glean various important details about a person simply by engaging in a short conversation with them.
Spend one minute. Select a Sapient target within 20 feet. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Influence 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 spoken aloud in conversation and made publicly available.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
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.