Liam hears the voices of the dead, who guide him to do better. A side effect is the world is populated by Ghosts to Liam's eyes. He sees them everywhere, & may interact with dead people, graves, or similar in hallucinatory episodes.
You gain the following benefits at all times.
Your Intellect rating is increased by 0. 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).
Possession of this Power grants the following Trauma at all times: Haunted.
You also gain the following effects:
Dr. Freeman places a shimmering yellow mark. When it is "triggered," it blossoms into a strange yellow symbols that seems the thrum and vibrate to the person affected. They grow drowsy as the mark fades away.
Exert your Mind and spend an Action to trap a region of any shape that contains your current location and fits entirely within 30 feet. This trap lasts one hour or until triggered or disarmed. Roll Intellect + Medicine at Difficulty 6.
The trap looks like an impossible-to-reproduce squiggly yellow symbol. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid or destroy it.
When setting the trap, specify the condition under which it will trigger. The trap can trigger against a target in the trapped region.
When the trap is triggered, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Outcome x 3 minutes.
Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
An affected target's dreams while they are asleep will involve you in some way, and will reveal you as the source of their sleep as well as reveal secret information about yourself to them.
Years upon years of mechanical education and experience has instilled Ollie a deep understanding and familiarity of different materials. Especially knowing of what is and what’s not up to his preferred standards. His eyes and pupils dilating with supernatural precision to know the contents of the object he’s looking at.
Exert your Mind and spend a minute to activate. Select a target Object within arm's reach. At the end of your investigation, roll Intellect + Technology at Difficulty 6.
You learn all the following information about your target:
In a sudden blur of metal and wires, Wren's usual form becomes obscured by panels of metal and purple neon lights faintly glowing. In under 3 seconds, she transforms into a mechanical Dire Wolf, occupying a 10ft by 10ft space. Mechanical growls and grinding gears can be heard as she embodies the animal's form, ready to pounce. Pointed metal panels represent tufts of fur, and there are neon purple lights where the eyes are.
Exert your Mind and spend a Quick Action. You must actively and obviously use Quartz to activate this Effect.
You transform into Dire Wolf for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (excluding Artifacts and Consumables, which you can use), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
Hector puts on a mask and starts to do vocal warm ups, sitting down and patting their face as if they are putting on makeup and styling their face.
Exert your Mind and spend a minute. You must actively and obviously use Domino Mask to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
Possession of this Power grants the following Trauma at all times: I know who I am: Whenever Hector changes into a disguise, their personality/name/voice changes with them, and they have to stick with it for the duration of the effect. When the disguise power ends, Hector must roll a Self-Control Roll in order not to maintain the same personality/name/voice until they next fall asleep.
Her enchanted hat expand and Swallow her and evaporate only for it to reappear at a new location and spits her in the same way she got swallowed that happened super fast less than sec
Exert your Mind and spend an Action to activate. Select a Location which is at most 50 feet away horizontally or 10 feet away vertically. This Effect cannot be used unless Her magic hat on aka astrologist hat (minion). You must actively and obviously use Ring to activate this Effect.
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.
If your target location is no more than 50 feet away, you may spend your Free Movement instead of an Action to activate this Effect.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls.
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects:
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
The time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).