Chip pulls out his laptop, cracks his knuckles and flicks his collar up.
He clicks 'Hacking.exe' (And can quickly code the 3 lines of script that somehow make the software work in moments if it doesn't exist yet)
The screen goes black, with technicolor symbols flickering down from the top of the screen (A la The MATRIX), forming a first person view similiar to a game. He controls the view by typing seemingly nonsensical code at a blistering speed. It often portrays metaphorical version of the hack (stealing files might be entering a ghostly/matrixy version of reality and finding the golden orb, turning on a TV is walking into a room and picking up the remote control, etc)
Exert your Mind and spend 1 minute. Select a Computer within 20 feet. Does not work on Alien technology. You must actively and obviously use laptop to activate this Effect. Roll Dexterity + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
Billy Blitzen strives to be the fastest thing alive, and his intensive training has paid off. Billy can run at incredible speed, sparks flying from his body from the sheer friction.
You gain the following benefits at all times.
You can run at two times your normal movement speed.
Faira can lessen the wear and tear of the roads on anything she touches.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a non-Alien things that travel the roads. From shoes, to 18 wheelers. within arm's reach. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.
Andrew Guy is so plain and unimpressive that sometimes he slips into a haze of averageness that makes him extremely difficult to notice.
You gain the following benefits at all times.
You and any clothes or equipment you are wearing are partially obscured from sight. All attempts to detect you using sight are rolled at a -3 dice penalty.
You only remain obscured while you are standing still; moving or taking actions will suspend the Effect for a Round. When the Effect ends, it is disabled for 1 hour.
The A-Rax's AI is fully capable of assesing and ordering micro-adjustments through out the entirety of it's servers to ensure complete and utter stability during high-speed meneuvers.
You gain the following benefits as long as you have your glowing containment server.
Your Dexterity rating is increased by 1. 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).
Possession of this Power grants the following Battle Scar: something something.
Possession of this Power grants the following Trauma at all times: sometin.
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:
Grace covers her eyes and counts to five, slowly fading out of existence as she does so until completely gone. While she counts, Obedience is looking for hiding spots, though this has become less obvious over time as the loss of Grace's eye locked that area from moving independently.
Grace knows the importance of staying hidden. Being able to wriggle into small spaces already is helpful, but being able to slip past people in broad daylight is required for swiping necessities. This power is most often used for sneaking into the cargo holds of planes to travel long distances.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: Grace covers her eyes and counts to five. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You are obscured in one of the following manners. Lasts 2 hours.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
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:
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this damage.
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll when you activate this Effect. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend a Quick Action.
You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 1 and your Dexterity is increased by 1. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -2).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.