Viktor would go to his workshop table that is filled with parts, and would slowly start to assemble a Tiny two-legged robotic friend, which seems to have a rotating camera on top of its legs.
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 Aluminium, on the back of the robots 'Head' is a small LCD screen that seems to play back anything it might of seen with it's little camera 'eye'.
Exert your Mind and spend one minute. This Effect cannot be used unless you are at a location with abundant crafting resources.
Summon a single Two-legged robot, that has what looks like a camera ontop of it at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
You may only use this Effect once per day.
Either reading a verse from the bible, holding a cross aloft of carrying any other similar items while prayer. Incense begins to float off the shoulders of the user almost unnoticeably. When the movement finally goes through, the user disappears in the latter mentioned gas,
Exert your Mind and spend 1 minute. Select a Location within your line of sight. You must actively and obviously use a bible, crucifix, or other such Catholic items to activate this Effect.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.
If you traverse any Christian Church for one minute, you may activate this Effect and travel to the edge of any other Christian Church that you’re aware of, regardless of range.
When you Travel, you leave a small cloud of inscence, or if using spirit paths a star shines on the horizon as a distinct trail between your starting and end points.
A few translucent tentacles spawn from the forearm, short and slender as they wrap around the injured area in order to repair and mend the wounds with some sort of weird slime.
A dormant symbiote crawling within its Host, it poses itself as a gift to heal wounds at the cost of a little body sweetness. The slime is the result of reusing the glucose in the Hosts body into a healing concoction made by the symbiote, the vicious slime may or may not get stuck in places unimaginable as a result. The Symbiote may telepathically speak to the Host every now and then but only when it craves more sugar.
The Symbiote was assumed to be found in Goshen's Airport, finding its way onto its Host while they attempted to stop a batch of clones from Ruining their Individual lives.
Exert your Mind and spend 1 minute. You must use up 250g of Sugar in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Dexterity + Alertness 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.
Yuri's screams out in pain as their body breaks and deforms into a Wendigo
Increase your sacrificial Injury's Severity by 1 and spend a Quick Action.
You transform into Bloodied Wendigo for 30 minutes. You have access to all of your Powers while you are Bloodied Wendigo, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 2. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see His skin and bones break and deform into large Wendigo creature. Blood bursts out and bones crack.
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Maggie's pact with Zemlya, Grandfather Rock, grants her a power as old and unforgiving as the mountains themselves. This eldritch spirit, old as the night sky and a witness to the cosmic endlessness, embodies the resilience of nature against the tides of time. When activated, Maggie must offer a sacrifice of her own blood - a small, self-inflicted wound that serves as a conduit for Zemlya's ancient power, jolting her awake to resist against the tides of exhaustion and incapacitation.
Increase your sacrificial Injury's Severity by 1 and spend an Action.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Paul looks at an object with his monsters eye as it unleashes its rage upon the object destroying it.
Exert your Mind and spend an Action. Select a Object or Construct Object within 20 feet no larger than a duffel bag (35 liters). Roll Perception + Occult Difficulty 6. Sapient targets may resist by rolling Mind at Difficulty 8.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
You may use this Effect to destroy a hunk of material as large as a duffel bag (35 liters), even if it is a part of a larger structure or object.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see A Horrifying Eye pulses with ooze and glows a horrifying sickly yellow.
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.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
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:
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying:
The spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a Location within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. You may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.