When Zed finds themselves in times of trouble, the thought of his Mother comes to him. There will be an answer, so he let it be. Let it be, let it be, let it be, let it be. Some Whispered words of wisdom, let it be.
You gain the following benefits at all times.
Your Charisma rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Alister takes the body and places it on the anvil, he begins to remove parts of his Internal Geared Heart to create a working clockwork motor, this can lead to permanently damaging his internals. while doing so he invests a portion of his soul within this new motor, finally driving it into where the heart of the creature once was. as the sounds of gears rapidly turning fills the environment Alister starts to use his tools to re-forge the corpse into its souls perfected form. every strike seeming to transmogrify the flesh into metal and gears. The body looks as it did when it was alive, but the inside has become an endless assortment of gears, oil, and metal.
Well crafted items: what i intend to mean by this is that the items in question have to have been manually created by a creature (so no mass produced items), and it was created in such a way some one decently skilled at such a craft would be able to recognize it as being well made.
Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Major battlescar: Enervated. You must actively and obviously use A Large Anvil And forging tools to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
Your target rises as an Animate being. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.
The creature lasts until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion. The raised creature must consume Well crafted items every day or it will die again.
Raised creatures have their Abilities set to the same that they were in life. Their Attributes are all the same as they were in life. Raised creatures have access to any Effects they had in life.
You may end this Effect prematurely as a Free Action.
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. Exhaustion’s penalty and duration stacks with multiple activations.
Possession of this Power grants the following Trauma at all times: Metallic Brotherhood: Roll self control to harm or negatively effect a non-living animate Creature..
Bryan unfolds and refolds the paper in his hand, causing ripples in the space around a target until it eventually bends and folds in onto itself-- storing it in an extradimensional reality attuned to a vocal invocation and folding pattern for the ritual. When swapping out an object, it appears as if unfolding from a point enveloped by the paper Bryan is folding.
Spend two Actions performing the following ritual: folding the paper and setting an invocation phrase. You must actively and obviously use folding paper to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
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 any targets in your stash, each no larger than something which could fit inside an SUV (4,000 liters), and you may store up to 3 things at a time.
Animate targets may Resist being stashed. You must Exert your Mind to stash Sapient targets.
Whenever you withdraw an Object from your Stash, you must immediately Stash another object to replace it. You may only stash objects you are attuned to. Attuning an object requires one minute of physical contact.
after Imbued with the power outer-space power core with pure power of in-extinct and warnings of danger
Exert your Mind and spend an Action to activate. Select a Animate target within 20 feet. Roll Perception + Alertness at Difficulty 6.
If you succeed, you create a Barrier around your target, which absorbs the next Outcome Damage. The Damage reduction from the Barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. 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.
The User can walk on walls or ceilings as Gravity is always pulling to their feet. And can walk on water or other sinkable surfaces as if on solid ground, weightless in a sense.
Exert your Mind (unless you win a coin flip) and spend an Action. You must actively and obviously use Air Force One Shoes to activate this Effect.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
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.
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind (unless you win a coin flip) and Spend an Action. Select a Living target within 45 feet. Roll Intellect + Occult at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.
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 Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects:
The Witch summons a crow, whispers a message to it, and sends it off to deliver her words. Half an hour later, the crow arrives at the recipient and repeats her message aloud in its croaking, animal voice.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.
You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.
The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.