With a little touch of mania, and a little request for power beyond the standard pale from a harbinger with a sense of humor. Dominic has gained access to a new function thanks to a new lobe inside his brain that with the help of any device with a touch screen he may edit the world around him with a simple flick of his wrist he can edit the people who find themselves within it's sights. Childishly malicious as Dominic is, such alterations are also never helpful. Though the energy that facilitates such changes fades and thus things tend to revert in about a month once afflicted.
Exert your Mind and Spend an Action. Select a Living or Animate target within 20 feet. You may select a target at any range if you use up A unique digital identifier of the target. You must actively and obviously use A touch screen device to activate this Effect. Roll Intellect + Technology at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
If you inflict two Extreme (Outcome > 3) Battle Scars on the target, you may transform them fully into another species.
All alterations you make must Can only perform changes one could make in a character creator.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Edgar must consume a portion of a corpse (ideally the tongue, but any bit will do), gaining fluency in any language the target knew for the next hour. On occasion, he will learn the language indefinitely. The echoes of memories lay dormant within the Ghoul, allowing him to immediately recognize any language he hears.
When consuming the flesh of the dead, Ghouls can sometimes gain fluency in languages known to those they have eaten. Unlike the scraps of memory they usually gain, maintaining such an intuitive block of information is fleeting at best, rarely lasting more than an hour. A ghoul may attempt to facilitate this process by eating the tongue of the deceased, although any pound of flesh will do in a pinch.
Exert your Mind and spend an Action. This Effect cannot be used unless you consume flesh from someone who knows the language in question. You must use up flesh of the target in order to activate this Effect.
You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language for the next hour.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
Whenever you encounter a Language you could commune in with this Effect, you immediately understand which language it is, the dialect, region, and other details about it.
If you use this Effect to spend an hour speaking with a native speaker of a human language you don't know, you may Exert your Mind and roll Intellect + Culture Difficulty 7. With Outcome 4 or higher, you permanently learn that language and accent.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Cannabalism.
Bill keeps his important possessions stored in a pocket realm which he can access through the sleeve of his shirt.
Spend a Quick Action to activate. This Effect cannot be used unless you have sleeves through which to store/withdraw items.
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 ziploc snack bag (1 liter), and you may store up to 7 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:
The room grows warm and your eyes glow a soft golden hue as you raise an open palm towards the target. For an instant, you hold the heat and light of a star in your hand before it begins to hum gently through the air with ethereal grace, inviting free floating particles plucked from the air to join it in the dance. The orb then quiets as it settles into its final destination and illuminates the area marked for doom. It collapses in on itself there and then burns white hot. Within seconds, it explodes.
Congratulations, your extensive experience with explosives paired with a healthy dose of pyromania has manifested itself as the Gift "Sacred Flame"! Welcome to the wonderful world of a minute's worth of pyro-specific telekinesis and mindbogglingly speedy scientific calculations! If amazingly glorious explosions are what you're looking for, we promise customer satisfaction is guaranteed. Now, let's put the rumors to rest- are the reports of madness as a side-effect true? Wellll... let's just say we prefer the term "one man cult." After all, who knows better than you that Chaos is nature, and the Light must reign? Nothing is sacred but the flame (`∀´)Ψ
Exert your Mind and spend an Action. Select a Location within 40 feet. The area within 25 feet of the chosen Location 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 Intellect + Science at Difficulty 6.
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4.
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.
Possession of this Power grants the following Trauma at all times: Pyro's Green Thumb: You must roll Self-Control to avoid helping fires grow and Moth: You must roll self control to avoid staring into flames, losing you a free action during initiative.
A chef has a good eye on what may fit a customer's taste. Learning how to talk to them, interact with them, give a show and a performance with his cooking. Charming and interesting, a aura that feels inviting and relaxing.
Bu fang life as a chef has grown and developed the way he talks with others and keep them talking. He gives off an aura that is friendly and is charming, a aura that makes anyone that meets him want to see him cook.
-Edits: Removed Honest Eyes - while that is an incredible power, it requires effective communication to use well.
-Added Samson: Bu Fang's Knife. Reasoning is simple - if you have Signature Item, it's not like you can lose it forever, can you?
-Added Come Again: A much needed cure for foot in mouth disease. Having this ability means you always present well, no matter what.
-Added Like a Book: Knowing what people respect/disrespect is incredibly powerful & on point for a Chef, & gives you unassailable info without an exert
Overall, an underutilized power, that could use more investment
You gain the following benefits as long as you have your Bu Fang's Knife.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
The beastmaster shouts, and their human voice cracks into a deep, bestial roar. Their body swells with muscle, clothes melting into a thick pelt of fur. Seconds later the beastmaster is gone. Standing in their place is a massive grizzly bear.
However, even in human form the beast within remains close to the surface, and the beastmaster finds highly civilized social situations unbearable.
Exert your Mind and spend an Action.
You transform into a brown bear 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 (including Artifacts and Consumables), 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.
Possession of this Power grants the following Trauma at all times: Intolerance for society. When you are in a situation with strict social protocols (like a trial or a formal dinner) roll Self-Control not to enter a flight or fight response.
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.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. All Sapient, Living targets within 50 feet who can perceive you through sight are affected. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, the targets will keep their full attention focused on you for contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you. If they cannot perceive you through sight for three Rounds, the Effect is broken. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
The mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
Any creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target: