Joey, looks at his enemy, after explaining what he will do... his delusion manifest. His charm, pure main character energy influences the world to realize his delusion. His understanding of god and anime at that moment manifest.a audible chain can be heard cracking and breaking, before suddenly, music starts playing in the background.
With a grin, Joey cross along his wrist has its chain shattered. Tossing it up in the air, a holy aura emanates from it, forming a vague outline of a sword.
Catching the blade by the handle, he drags down the blade towards the enemy, a great light can be seen before-
The enemy is strucked. Pain floods their body as they bleed red. Their armor shredded with a large gash. Their mind is recoiling from the attack as Joey holds the blade point towards them. As if he is challenging them to a dual.
Exert your Mind and spend an Action. Select a target within 45 feet. This Effect cannot be used unless must be in alt form and target must understand this power/be told how the power works. You must actively and obviously use Cross to activate this Effect. Roll Charisma + Culture Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this Damage.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
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.
If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.
At random, sporadic intervals, without either rhyme or reason, the gift user inevitably comes across yet more alternate versions of themselves from different, unknown timelines. Some of these alternate selves may be very similar to the gift user - they might wear similar clothes, and have similar mannerisms and beliefs - however some can instead be wildly different depending on the lives they have led, and the timelines they have came from. Likewise, their goals can differ too: even though most of the gift user's alternate selves are likely to be at least somewhat aligned with them, and thus willing to lend their assistance, there is also the rare chance for encountering alternate selves that are downright hostile, potentially even to a homicidal extent.
The actual process of an alternate self getting summoned through time often happens beyond the gift user's sight: in a different room, behind a corner, or somewhere else of that sort. Other times, the temporary guest's appearance may be noticed immediately, such as when they show up sitting in an unoccupied chair or standing right next to another person. No matter the level of conspicuousness, though, all of these summonings always have a single common element that remains unchanged - they begin with the trickling in of tiny grains of carmine sand. At first, there's barely any; then, the streams gradually grow, seemingly coming from nowhere; and, finally, with the rough shape of a person formed, the alternate self gets revealed while the sand is blown away into nothingness.
The weaponry of each alternate self that is summoned by this Effect is determined by the rules detailed in the Extended Description.
Each time an alternate self is summoned via this gift, a D20 is rolled to determine what class of weapons - if any - that alternate self comes equipped with.
Possible outcomes:
✦ 1 ⟶ Nothing
✦ 2 ⟶ Club
✦ 3 ⟶ Improvised Thrown Weapon
✦ 4 ⟶ Knife/Dagger
✦ 5 ⟶ Rope Dart
✦ 6 ⟶ Throwing Knife/Shuriken
✦ 7 ⟶ Rapier
✦ 8 ⟶ Throwing Axe/Javelin
✦ 9 ⟶ Handheld Stun Gun
✦ 10 ⇾ Bow
✦ 11 ⇾ Ranged Stun Gun
✦ 12 ⇾ Crossbow
✦ 13 ⇾ Small IED
✦ 14 ⇾ Handgun
✦ 15 ⇾ Grenade
✦ 16 ⇾ Shotgun
✦ 17 ⇾ Sword/Axe
✦ 18 ⇾ Rifle
✦ 19 ⇾ Greatsword/Giant Axe
✦ 20 ⇾ Heavy Sniper Rifle
This Effect activates whenever someone uses their Will to Survive. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you instead witness the appearance of an alternate self that is openly hostile to you, your allies and your goals. Unlike non-hostile alternate selves, hostile ones may refuse to follow any commands you give and cannot be ended prematurely at will.
Summon up to 3 Sapient alternate selves - but only a single one per activation of this Effect - at your location. They last for two hours or until they move more than 150 feet from you or are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
Possession of this Power grants the following Trauma at all times: Temporal Commitment.
A childhood fear of ever, ever, being stuck again has given The Dive the ability to free himself--should any such situation ever happen again.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
Possession of this Power grants the following Trauma at all times: Claustrophobia: You are incredibly afraid of enclosed or tight spaces; you must roll Self Control to ever be in, or allow yourself to stay in, any such spaces..
Zodiara is the celestial gift of speaking with animals, channeling the wisdom of the stars to bridge the gap between species. Those who wield this power can understand and be understood by creatures of all kinds, their voices carried through the cosmic currents that connect all living beings.
You gain the following benefits at all times.
You may understand and communicate to Creatures as if you are fluent in a relevant language.
Tom feels warm and cozy in his robes, he loves his robes, and the robes love Tom too. In his cocooned state black octopus like tendrils wrap and embrace Tom protecting him from injury and the environment.
You gain the following benefits at all times. You must actively and obviously be using cultists robe to gain the benefits of this Effect.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds ‘waking up’ to end it.
Possession of this Power grants the following Battle Scar: concussive nerupothy.
From lengthy and vigorous training in the art of firearms, a Hunter becomes the master of the use of a specific kind of gun, allowing them to use it with startling ease. This specific mastery falls under the umbrella gun type of “Shotgun”, a devastating short-mid range gun with massive damage potential.
You gain the following benefits as long as engaged in combat with Shotguns.
+2 dice to all Shotguns rolls.
You also gain the following effects:
The detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Contested Outcome in minutes. 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. 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.
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 submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
The doctor is a master at surgical transplantation. As long as they have a donor part, they can replace any permanent, lingering battle scars on their patient. Of course, the transplanted part doesn't always match, and the patient must be careful to follow the doctor's aftercare orders, or the replacement will be rejected.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up a donor body part matching the injured area in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
Healing a Battle Scar in this way leaves behind a mismatched replacement on the target which cannot be healed.
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.