For a short moment, the handgun Smoldep wields glitches into a spectral neon grenade launcher as she rapid fires shots with glee, the murderous intent gleaming through her eyes. When the grenades go off, she revels in the literal bloodshed as comical amounts of blood and gore explode from the blast radius, seeming like they’ve been hit by a mini-nuke.
Exert your Mind and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. You must actively and obviously use a handgun to activate this Effect. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Dexterity + Firearms at Difficulty 6. Targets 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 25 feet of the chosen Location with Damage equal to your Outcome + 4.
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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see it gorily overkill everything in sight as Smoldep grins.
Though it is unclear if UA-566 ever felt pain or stress, the host body certainly performed worse as it continued intense testing. Now, however, UA-566 seems to be capable of ignoring all of circumstances that might stress or harm another person. Be advised, bullets are no longer a strong deterrent to the creature.
You gain the following benefits at all times.
Your Body and Mind Penalties are reduced to 0.
Coyotes are skilled hunters, capable of locating prey at even the faintest trace.
Exert your Mind (unless you win a coin flip) and spend one minute. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
You automatically detect the closest of any prey within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense their direction and distance.
Even if there are no prey within 300 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
Dr, Rockman hits you in the head aggressive and repeatedly with astonishing force and you can't remember what the problem was
Exert your Mind to activate. Select a Living target within arm's reach. This Effect cannot be used unless Jimmy must hit the target with a big stick. Your target must make a Trauma roll when you activate this Effect. Over the course of one day, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Medicine at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
After dying thousands of times to the same bullet, Harvey is surrounded by cloned memories of his dead soul.
As he shoulders his rifle, two skeletal hands creep out from under his hair - one forms a blind over his left eye, and one tents its fingers into a scope. The barrel of the rifle is tinged white as the cold steel freezes any condensation.
All of his dead won't let him miss.
You gain the following benefits as long as engaged in combat with assault rifles.
+2 dice to all assault rifles rolls.
You also gain the following effects:
Blarug is imbued with the power of an Orc and has shown his strength 10 times of a puny human.
You gain the following benefits at all times.
You are permanently and visibly transformed: Orc. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1.
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 Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1). The target's Armor is fully effective against this Damage.
You also gain the following effects:
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
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 spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.