A large black inky mass of mouths appear from Lacey's body, disfiguring his body itself briefly while the effect is being activated, and attempts to bite the victim of the attack.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Brawn + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
Any Injury inflicted is considered unstabilized even if its Severity is less than 4. The equipment and roll required to Stabilize it is treated as though it is a minimum of Severity 6.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see foul creature with many a mouth.
Clyw's experience shines through, resulting in a moment of amazing, almost superhuman control.
Clyw, since the disks basically contain their 'soul' and who they are, understand greatly how to use it as a weapon, one must know their body to use it as a weapon, and one must know their soul to steel it against attacks. Clyw is a master of both, a 'master of their own identity', so to speak.
You gain the following benefits as long as you are engaged in combat with Identity Disks.
+2 dice to all rolls utilizing Identity Disks.
You also gain the following effects:
A slab of a human in terms of looks, Assistant Hyde was the first successful attempt at creating artificial life with assistance from other DSP biotechnologists, but they were only a minor help (the funding on the other hand...). Big and dumb, Assistant Hyde is a glorified watchdog and lab assistant both. Sure they can't help out with surgery themselves, but they are good at holding things. And beating people. It's a shame they need to be created via invasive, harmful surgery each time.
Take a Severity-1 Injury and spend two Actions performing the following ritual: Making an incision on oneself. You must actively and obviously use Medical Tools to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single Hommuncli/Assistant 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.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
If Thaddeus gets his bass licks just right, and channels the lightning welling up inside him, nearby things will start coming alive, moving and acting according to his whims so long as he keeps the groove going.
Exert your Mind and spend an Action to activate. Select a Inanimate target within arm's reach which could fit inside a rolling luggage bag (50 liters). You must actively and obviously use a bass guitar to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.
Bo Perkins' years of stubbornness (some would say idiocy or meanness) have paid off as his psychic powers have begun to manifest, and it is remarkably difficulty to influence his mind, even supernaturally.
You gain the following benefits at all times.
You get +1 dice to any Mind resistance rolls you make. You also gain the following effects:
Bo's missing arm has been replaced with a psychic phantom limb.
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. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can stretch to reach an additional 30 feet.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
Your Extra Appendage is incapable of fine object manipulation.
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
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 detective pulls out their magnifying glass and investigates the area, learning details about any nearby structures and picking up details on what sorts of beings have passed through and when.
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:
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities: