The user turns into the last creature touched once activated
Exert your Mind and spend a Quick Action.
You transform into the last Creature you touched until you transform into something else or choose to return to your original form. 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, Direct, 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.
You may only use this Effect once per day.
Transforms caster into a dragon to spew flaming breath.
Exert your Mind and spend an Action. You must actively and obviously use Sacred Seal to activate this Effect. The area within 10 feet of you immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Brawn + Occult at Difficulty 6. Targets remaining inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 10 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
Any flammable Objects within the radius during the blast will catch fire, and any being who takes at least 4 Damage will catch fire. Starting the Round after they caught fire, flaming targets take 2 Damage per Round until the fire is extinguished.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
Hardened by the heinous happenings in his recent jobs, Frank's froze up emotionally. Detachment's allowed for him to power through stress, he now somehow manages to thrive even in the most hopeless of shitshows.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Chuckles used to be a doctor until he discovered the power of laughter allowing him to surpass those in his field.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The user will give out the command while smoking a cigar and a flash of infernal energy will ignite in their eyes.
Exert your Mind and spend at least one Action. Select a Human target within 20 feet. You must actively and obviously use Cigar to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action, a conditional request, and an abstract goal. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
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.
Saint has found that the threat detection system follows him into the other worlds he enters.
(check extended description for what songs should play in what areas)
https://www.youtube.com/watch?v=ctNH9lN0vt4&list=PL47RgcQ099QbXDzQ27vcRWLO3PaQ6Uwa1&index=1 (countryside/wilderness)
https://www.youtube.com/watch?v=KWOVyT2oq4U&list=PL47RgcQ099QbXDzQ27vcRWLO3PaQ6Uwa1&index=2 (industrial)
https://www.youtube.com/watch?v=kqAUp5T_p58&list=PL47RgcQ099QbXDzQ27vcRWLO3PaQ6Uwa1&index=12 (urban/day)
https://www.youtube.com/watch?v=mTVL0Gdj7lM&list=PL47RgcQ099QbXDzQ27vcRWLO3PaQ6Uwa1&index=13 (urban/night)
https://www.youtube.com/watch?v=eZaHq92nBcA&list=PL47RgcQ099QbXDzQ27vcRWLO3PaQ6Uwa1&index=4 (shore/water)
https://www.youtube.com/watch?v=ZxC8CzNmwnc&list=PL47RgcQ099QbXDzQ27vcRWLO3PaQ6Uwa1&index=5 (caves)
https://www.youtube.com/watch?v=snd1c_ntzb8&list=PL47RgcQ099QbXDzQ27vcRWLO3PaQ6Uwa1&index=6 (heights)
Exert your Mind and spend an Action.
You automatically detect all beings with malicious intent within 50 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
If no beings with malicious intent targets are within 50 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
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 Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
Spend a Quick Action. You must actively and obviously use a burlap sack 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 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 hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.
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.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.