Benign Restoration At least it'll heal

1
The power to heal lingering disfigurements and scars.
Used by Jason Kyle, Created by August.
(When activating this Effect, it is obvious you are treating yourself. You must actively and obviously be using a singular bandage.)

The user wraps a singular bandage that then begins to cause the cells to regenerate and close up as it heals the user.

wedged between the bandage and the scar, a slight healing aura is exuded that allows the injured tissue to reform as a healed and similar composition to the original cell formation of the rest of the body.


Exert your Mind (unless you win a coin flip) and spend a minute. You must actively and obviously use a singular bandage to activate this Effect. Select a Battle Scar on yourself to treat.

The treated Battle Scar heals as you finish activating this Effect.


Community Power Gifts

You gain the following benefits as long as he must had made a decent movement action before using such as dashing dodging or making an all out sprint and you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 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:

  • One Inch Punch: You may make a full attack against any target you can touch, even if you are restrained. To an observer, you hardly move. In a crowded area, determining that you were the source of an attack requires a Perception + Alertness roll with an Outcome of 4.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

The tiny robot itself seems to be made up of small metal plates which seems to be keeping an large amount of wires and circuits behind it. the metal plates themselves seems to be some lightweight Aluminum. moving on to the back of the robots 'Head' there is a small projector right next to its camera that seems to project a hologram of whatever it's seen. that seems to play back anything it might of seen with it's little camera 'eye'. right under its eye what looks like a small tube that seems to fire .22 Bullets..

The Robot itself seems to be able to run very fast due to its lightweight metal and very efficient servo motors which allow it to run up to 4.5 meters per second.

What really gives this tiny two-leg robot its 'uniqueness' is when Viktor infuses it when some of his mana from his 'Heart'.

Exert your Mind and spend an Action.

Summon a single Non-Sapient, Animate Two-legged robot, that has what looks like a camera ontop of it at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. You may have at most one active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make unarmed Attacks. Their Attacks have 50 feet of range and deal +2 Damage.
  • Body/Mind: Minions have 3 Body. They automatically fail all Mind resistance rolls.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 35 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have dog-level intelligence and can speak your language. They cannot actively use Equipment.
  • Actions: Any Perception rolls they make have 7 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

You gain the following benefits at all times.

Your Intellect rating is increased by 2. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind (unless Few feet in the air) and spend an Action to activate. Select a Location no further than 50 feet from you and in your line of sight. This Effect cannot be used unless Ethereal Wing on. You must actively and obviously use Bow to activate this Effect. The area within 20 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Dexterity + Occult 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 20 feet of the chosen Location with Damage equal to your Outcome + 1. Armor is fully effective against this damage.

Anyone who takes damage from the blast is knocked back away from the target location by a distance equal to the radius. They must succeed a Body roll, Difficulty 9, or be stunned for 1 round.

  • You can target yourself if you qualify as a valid target by the other requirements.

You gain the following benefits as long as they aren’t incapacitated or dead, at least 1 ally is present nearby, and the ally is 30 feet near.

Your Stress from Injuries and Mind Damage is reduced to 0.

Stress from Injuries acts as a dice bonus instead of penalty.

If you die, you may continue to act as though you were not dead for 3 Rounds.

Stock Power Gifts

Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.

If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.

Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.

  • Common emotions and the actions they inspire
    • Anger (shouting, cruelty, denying requests, attacking)
    • Pity (stopping an attack, executing an injured target)
    • Happiness (generosity, dancing, joking, socializing)
    • Sadness (finding solitude, openly crying, demotivation)
    • Fear (running, attacking)
  • If you succeed, the target MUST take at least one Action they otherwise would not have. Hey, GM who is reading this, I'm talking to you. You have to enforce this. Remember: Gifts must feel powerful.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.

You learn the following information about the area:

  • You can tell the age of any structure or natural formation in the area. This includes trees and plants growing in the area.
  • You learn how heavily trafficked the area is, what sorts of Animate beings have moved through the area and when.
The quality and specificity of information gained depends on your Outcome.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

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.

  • This Penalty is not removed if a character Exerts their Mind to ignore penalty.
  • If a character has a dice pool reduced to 0, they cannot attempt that action.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet.

You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action.

You may move easily and without a roll in any of the following situations. Lasts 2 hours.

  • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at your normal movespeed.