The key is inserted into the closed/locked object and turned, causing it to open. The key fits even if it shouldn't and, if there is no keyhole at all, it slides into a seam of violet light at the target's surface.
The Frangiclave is a mutation of Rasmus's soul gained after dreaming about the Wound in the World, a metaphysical portal that leads Somewhere Else... or perhaps even Nowhere. Seeing such a fracture in the underpinning structure of reality has awoken a resonance within him. Tu use the Frangiclave is to draw on the condensed concept of "opening," which he has first manifested here in the ability to open those things that are meant to be opened.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless it is to unlock/open the target and any locks are destroyed. You must actively and obviously use a key to activate this Effect.
You may lock, unlock, and/or open your target.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
Bu Fang, preparing a meal with such delicate care, ensures its made in such a way that they have their full attention drawn to the meal, eating it with just joy and galore they don't even realize their surrounding.
Exert your Mind and spend 30 seconds to turn A Fine meal into a trap. This trap lasts one day or until triggered or disarmed. Audiences or mobs with a singular focus count as one target. Roll Charisma + Crafts at Difficulty 6.
The trap looks like A Fine meal. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Sapient, Living target within within 5 feet that uses the trap as A Fine meal will trigger it. All affected targets may resist by rolling Mind at Difficulty 7.
When the trap is triggered, the targets will keep their full attention focused on the trap for contested Outcome in minutes. They will automatically fail any rolls related to noticing anything other than the trap.
The Effect ends if the trap is destroyed, or the target cannot perceive it. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of the trap or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on the trap. Fascinated targets cannot Concentrate.
Fascinated targets are at a -2 dice penalty to any rolls they make to resist any other Effects that you attempt to use on them.
You reach into your jacket or beneath your shirt and produce a stashed item as well as a hand full of golden grains of sand that fall from between fingers, disappearing before touching the ground.
Spend an Action.
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.
No longer has eyes, but still can see normally, kinda traumatizing to be honest
Necrotizing fasciitis has taken david's eye, upon return from his mission, his eye literally fell out of its socket, though he can still see, for some reason, he can now also see through the darkness.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
extra attack lmao
You gain the following benefits at all times.
Your Dexterity rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
When ready to run, a glare in his eye appears. As they take the first step, their foot becomes a blur. And when he takes off, he isn't seen till' he stops.
Exert your Mind and spend an Action to activate.
You can move at four times your normal movement speed for the next minute.
Your super speed affects all self-powered modes of movement, and you may avoid minor obstacles as you go.
If you move faster than your normal move speed, the world around you turns to a blur, and Perception rolls are made at -3 dice.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. Your target should be intuitively based on the triggering event. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level each hour. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.