She looks fuckin weird
You gain the following benefits at all times.
You are permanently and visibly transformed: Unremovable Clown Makeup. You are considered to be a Sapient, Living being when targeted. Your Charisma is increased by 2.
You may make a +2 Weapon Damage Balloon gun (pistol) attack without additional equipment.
Possession of this Power grants the following Trauma at all times: Isolophobia: You fear being alone. (If you are ever alone or would go alone, roll Self Control. On a failure, you immediately seek out company, or shut down until you get it.).
The Severity of any Injury caused by Children is increased by 2.
Even before the Contracts, Mike could hear a worn CV axle before the boot was even torn (and at 100 yards, so he claims). Now that he is imbued, his senses have picked up to literal superhuman levels, allowing him to hear engine problems and ambushers as either tries to sneak up.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
The sound of rain drowns out all sound as dark gray droplets start to slick the ground. Cigarette smoke wafts through the air, assaulting the senses and making maintaining composure next to impossible. The world around the detective has become identical to that of a cheesy Noir film, with all of the common tropes to boot.
A last ditch effort in which Frank lets loose a sudden burst of imbued energy from his body, coating the nearby world in the same monochrome shades that paint his form.
Exert your Mind and spend an Action.
You create a hemispherical dome of Film Noir tropes originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. You are fully immune to the effects of your zone. The area inside your zone is affected in any number of the following ways:
You may only use this Effect once per day.
The Goblin King waves his Bangmangi in the air, causing a mist to appear and envelop the target, who becomes sleepy, quickly falling asleep.
Exert your Mind and spend an Action. Select a Living target within 30 feet. You must actively and obviously use Club to activate this Effect. Roll Perception + Occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Outcome x 3 hours.
Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
Danya’s irises go from a brown colour to a flash of red as she begins to heal wounds. Her left hand hovers above the wound while her right hand flexes and contorts. The wound begins to meld together and seal shut from the inside to the outer skin. When she is done, her right hand folds up into a fist, and she can then disengage. Her eyes change back to their normal colour.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
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.
Whilst you may be a crusader from the lord you also gotta take a look at something else, styled from a spaghetti western and simply training with it on a daily basis now and being the new weapons you have begun to use the wonders of revolvers, you a gunslingers holster nowadays and a nice revolver planted inside as your trained out pulls it out quicker than lighting, firing and doing a little spin as you slide it right back in the holster. You fire them with a cowboy's style of speed and accuracy, fanning the hammer and whatnot. Along with it now, he now simply is able to silence any revolver is due by simply placing a rubber O on the piston from propellent gas leading onto what would be a suppressor but thankfully it is a power it required no suppressor
You gain the following benefits as long as engaged in combat with Revolver.
Your attacks with Revolver deal +1 Bonus Damage. Armor is fully effective against this damage.
You also gain the following effects:
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
The beastmaster shouts, and their human voice cracks into a deep, bestial roar. Their body swells with muscle, clothes melting into a thick pelt of fur. Seconds later the beastmaster is gone. Standing in their place is a massive grizzly bear.
However, even in human form the beast within remains close to the surface, and the beastmaster finds highly civilized social situations unbearable.
Exert your Mind and spend an Action.
You transform into a brown bear for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
Possession of this Power grants the following Trauma at all times: Intolerance for society. When you are in a situation with strict social protocols (like a trial or a formal dinner) roll Self-Control not to enter a flight or fight response.
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: