Due to all the injuries and stress he’s underwent/taken on jobs as a detective and jobs in the contract, Frazier is learning to shut it all out..slowly.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is divided in half.
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You gain the following benefits at all times. You must actively and obviously be using Tailored Suit to gain the benefits of this Effect.
You are permanently and visibly transformed: ________. You are considered to be a Sapient, Living being when targeted. Your Perception is increased by 2, your Charisma is increased by 2, and your Intellect is increased by 2.
Possession of this Power grants the following Trauma at all times: Superphobia: A fear of the Supernatural and Paranoia.
The Severity of any Injury caused by Fire & Heat is increased by 2.
Terry uses this whirring, flowing box to 'fuck up the energies' around a target, helping himself in the process.
Exert your Mind and spend a minute to activate. Select a Sapient target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you The P.E.N.I.S Explodes, dealing a Severity-4 Injury to Terry.. You must actively and obviously use Personal Electroresonant Nocturno-Ignition Spectrometer (PENIS) to activate this Effect. If a target does not consent to the transfer, you must roll Intellect + Technology at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
You may choose as many things as you like from the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
Exert your Mind and spend an Action. You must actively and obviously use Slime Ball to activate this Effect. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
You transform into Blob of Slime for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight. Your movement is subject to the whims of your environment and circumstances and cannot always be directly controlled by you.
is halved, but Damage from AOE effects is increased by 1. You may spend a Committed Action to reduce one of your Injuries’ Severity by 2, as long as you obtained the Injury while transformed and the separated pieces could reasonably be rejoined.
You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.
While transformed, you can make an unarmed attack using Body as your attack roll. The target may contest by dodging or Defending. This attack deals +2 damage.
You may turn this Effect on and off at will during its duration.
The user is able to see heat signatures.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The monster collector goes up to the injured hydra spawn...softly cooing to it as he gets closer...before pulling out a gun and yelling at it to "GET IN THE DAMN BALL!"
Exert your Mind and spend a Free Action. Select a Non-Alien, Non-Sapient, Animate target within 20 feet. You may select a target at any range if you use up a part of the target. You must actively and obviously use gun to activate this Effect.
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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you just fucking verbally assaulting this thing...what the fuck man.
Possession of this Power grants the following Trauma at all times: Abusive - You very obviously don't treat others right, and that's not cool. (Whenever you enter into conversation with someone, roll a Self-Control roll in order to not be very obviously an asshole and receive UP TO +2 Difficulty to speak with this person).
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.
Summon up to 3 Non-Sapient, Animate zombie at your location. They last for two hours or 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.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. 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.
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
The beastmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and glow red like a dog's. While in this heightened state, they may sense heat signatures and triangulate the tiniest sound.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.