The user has no physical form, and as a result can not be seen nor can they interact with things physically.
You gain the following benefits at all times.
You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
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.
This Gift does not affect your clothes or equipment.
Possession of this Power grants the following Battle Scar: No Physical Form - You cannot physically interact with anything..
Polamedes body disintegrates into tiny blue cubes that reveal the muscular and bone structure underneath before those are also digitized. The entire body from the feet to the head dissolves into tiny blue voxels before those merge together into a solid beam of blue energy that rockets from the 5g tower to a satellite and back to the end point.
The voxel dissolve works by creating a perfect loop of light that digitizes and dissolves anything it passes over. In normal circumstances polamedes can use one of his finger rings to begin the process as the ring grows up his wrist and arm towards the rest of his body. Flencing sink as it goes. In more dire circumstances the ring would need to be formed so the voxel nanites have a starting place to work from and can go from foot to head.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight. You must actively and obviously use Ring to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
If you traverse any 5g tower. for one minute, you may activate this Effect and travel to the edge of any other 5g tower. that you’re aware of, regardless of range.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Polamedes disintegrates into voxels..
The Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation with the target's inner monologue. While they do, they take on a blank, vacant stare in the direction of their target, and appear to be muttering gibberish to themselves under their breath.
Spend an Action to activate. Select a target within 10 miles of 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. This Effect cannot be used unless you can see your target.
You open up a line of conversation to your target, and may continue speaking with them without any additional Exertion cost for as long as you maintain Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Gift's level is capped at 2 Gifts and cannot be increased further.
Something in the way Brainsurge’s brain was shocked has allowed him to be able to detect electromagnetic signals and fields just by focusing in on the certain piece of his brain.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The Goblin King was born with an additional supernatural layer to their perception, allowing them to see the true nature of things, as well as enhancing their natural perception of the world around them.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
You gain the following benefits as long as you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.
The musician pours their heart and soul into their music, giving others some much needed perspective and solace and all around good vibes. This can be a temporary easing of the mind, but with prolonged music therapy it can even permanently cure psychic damage.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
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:
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
The witch knows bad things happen to bad people. By bringing attention to a karmic imbalance, she can hurry it along, causing her target's bad luck to catch up with them. The target finds themselves suffering injuries due to freakishly bad luck until they cleanse themselves or perish.
Exert your Mind and spend one minute. Select a Living target within 25 feet. This Effect cannot be used unless the target deserves it. Roll Charisma + Occult at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by bathing fully in clear running water.
This Effect is not obvious, and the only sign you are using an Effect is you staring at the target, speaking calmly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.