The result of arcane secrets imbued into an artificial frame to create an intelligent weapon, Rei is a hybrid between magic and machine. As such, their frame is half organic and steel, granting them heightened physical and logical ability. Additionally, their voice is partially synthetic, their words spoken as if through a filter.
Their implanted weapons deploy out of their hands, with their left having its fingers replaced by steel cylinders capable of rapid, automatic gunfire, and their right able to blast precise magical missiles from their wrist.
You gain the following benefits at all times.
You are permanently and visibly transformed: heterochromatic, cybernetic left eye. You are considered to be a Sapient, Living Computer when targeted. Your Dexterity is increased by 2 and your Intellect is increased by 2.
You may make a +2 Weapon Damage left high-caliber finger-guns [laser-dot submachine gun] and right magic missile blasters [laser-dot light pistol] attack without additional equipment.
Possession of this Power grants the following Battle Scar: Cold, Robotic: Your lack of ability to convey emotion, combined with your inhuman features, makes social interaction more difficult. All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this Battle Scar and Cyborg Features: Technological augments mark your body. Your frame is partially steel, your voice is synthetic, and your eyes are heterochromatic. You are easily recognizable and alienated from others.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
Possession of this Power grants the following Trauma at all times: Single Objective: You are to prioritize your mission above interacting with others. In order to start a conversation with someone you have known for less than an hour, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must succeed a Self-Control roll to avoid fleeing or shutting down.
The Severity of any Injury caused by electricity is increased by 2.
Laxmi begins to glow a bright orange, and as if she were a bundle of dynamite, an explosion destroys the area around her! Of course, there's also the chance that her fuse just fizzles out...
Exert your Mind and spend an Action to activate. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. The area within 20 feet of you immediately and obviously becomes imminently dangerous. Roll Intellect + Brawl 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 20 feet of you with Damage equal to your Outcome + 2. Armor is fully effective against this damage. If you botched the activation roll, you will also take full damage from the blast, otherwise it will not hurt you.
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.
A burst of psychic energy escapes from your soul as a glass ripple in the shape of a dome engulfs you, repelling most physical attacks.
Exert your Mind and spend an Action or Reaction. Roll Charisma + Brawl at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Minerva lets out a breath, closing her eyes for a moment. Her pendant glows, and then her eyes open. One paw in both worlds, she talks to someone in both. In the physical world she still can't understand them, but in the Dreamlands, she can understand them as one does.
The Dreamlands, as always, are somewhat inhospitable. Minerva leans on her pendant to help her make her way though.
Exert your Mind and spend one minute. You must actively and obviously use silver fox pendant to activate this Effect.
You may understand and communicate to Creatures, 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.
Tiny ice crystals cover any immediate injury, stabilizing it
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every three days, starting once it becomes stabilized. Battle Scars caused by your Injuries will remain. Any Injuries you receive stabilize automatically and do not deteriorate further.
Once an Injury has been reduced in Severity by two levels, it no longer benefits from this effect and instead heals as normal.
Through pure muscular effort, her steel limbs propel her far and the hardness of her body simply allows her to land with no damage sustained.
Exert your Mind and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
The mystic can meld their aura with another, allowing them to superimpose their being, physical and mental, into a target. Observers witness the mystic fading and entering their target's body as wisps of smoke, leaving no trace of their own body behind.
While inside, they can control their target's actions. Affected targets have no memory of the experience.
Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a Living or Sapient target within arm's reach. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for the Contested Outcome in minutes. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.
You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
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 Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, 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.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
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.