As the first step to manifesting the reflective realm, Nathan has managed to make his reflection's mind 'real'. As it occupies the same space, it creates an odd effect where he is provided with another mind to make use of.
At rare occasions, Nathan's reflection will not act in accordance to what Nathan is doing and instead to their own whims.
Communication and synchronicity with their own reflection allows Nathan to possess two minds and achieve supernatural results with them.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. 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).
You also gain the following effects:
Faira can lessen the wear and tear of the roads on anything she touches.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a non-Alien things that travel the roads. From shoes, to 18 wheelers. within arm's reach. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.
The gun is Liam's answer to those who refuse to understand how fleeting life is: a final answer.
You gain the following benefits as long as engaged in combat with Pistols.
+2 dice to all Pistols rolls.
You also gain the following effects:
The Skull is visible to all who would look upon the man who has undergone the transformation and his Phylactery Amulet is in the shape of a human skull on his neck proudly displayed for all to see. His Amulet in some form or way will try to persist as around his neck visible at all times. His Balaclava now serves a double purpose of hiding his identity and his horrific appearance that may set some off.
You gain the following benefits at all times. You must actively and obviously be using Phylactery Amulet to gain the benefits of this Effect.
You are permanently and visibly transformed: Shade Tinted Pale Skin with the Skull visible with no exterior tissue. You are considered to be a Sapient, Non-Living being when targeted..
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)
No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
You can squeeze through any cracks and passageways a cat would be able to.
Possession of this Power grants the following Battle Scar: Missing Skull Tissue.
Whenever you enter Combat, roll Mind, Difficulty 7. If you fail, you cannot choose which targets to attack.
The Severity of any Injury caused by Anything Holy is increased by 2.
A row of metal plates run along Dan’s back, shifting to reveal vents, which vent steam following intensive energy usage. Additionally, his knuckles can now open up to deploy a pair of concealed shotgun barrels.
You gain the following benefits at all times.
You are permanently and visibly transformed: A row of metal plates line the spine, shifting to reveal vents which vent steam during or after moments of extreme exertion. You are considered to be a Sapient, Non-Living Computer when targeted..
Your Injuries no longer degrade with time.
You may make a +2 Weapon Damage Shotgun attack without additional equipment.
Oliver begins a slow and steady crouch, then in a blink of an eye he flings himself off the ground an incredible distance, leaving behind a dust cloud, as well as emmiting a crooking sound, like a frog.
Much like his second favourite animal the frog, Oliver can now experience the thrill of hopping about.
Exert your Mind and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
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 6 -3 dice.
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.
The Witch summons a crow, whispers a message to it, and sends it off to deliver her words. Half an hour later, the crow arrives at the recipient and repeats her message aloud in its croaking, animal voice.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.
You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.
The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet. Your target should be intuitively based on the triggering event.
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.
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.