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You gain the following benefits at all times.
You are permanently and visibly transformed: a black shadowy smokey humanoid with a crooked smile and cruel eyes. You are considered to be a Sapient, Non-Living being when targeted..
Your Injuries no longer degrade with time.
You can squeeze through any cracks and passageways a cat would be able to.
You may make a +2 Weapon Damage Spirit Siphon (Rifle) attack without additional equipment.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
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.
Much like the name suggests, a rush of adrenaline courses through Kaji's body - allowing him to ignore his injuries and other penalities for the duration of combat, and fight at his fullest potential.
You could also maybe call it him just 'going into the zone', more or less.
You gain the following benefits as long as you are in a fight.
Your Body and Mind Penalties are reduced to 0.
As an esper, Aira was bound to develop telekinetic abilities in some way, and now she has. A purple aura constantly lingers over her form and any objects she wants control over. With her limited abilities... Perhaps she'll go far
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Dr. Mikel is a master of poisons and contains a wealth of knowledge about nearly all human illnesses and diseases. As long as he can diagnose a poison or disease, and as long as the patient before him as at least consumed an apple's worth of calories, he can alter the chemical components and corresponding toxicity of any drug he has on hand, to suit his purposes. The whole process takes about one minute, after which the patient must down the entire bottle of drugs. They are immediately cured.
Spend 1 minute. Select a Living target within arm's reach. This Effect cannot be used unless the target has consumed at least one apple's worth of calories in the past hour. You must use up a bottle of analgesics, antipyretics, antihistamines, antibiotics, antimalarial, antiviral or antidiarrheal medication in order to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target so long as you have fully diagnosed or 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. Your patient is required to drink a liter of water per day, and abstain from soft drinks, smoking and alcohol for the next month. If they violate this rule, your treatment is immediately reversed.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
This Gift's Cost is capped at 2 and cannot be increased further.
Sheriff Perkins pummels a criminal with his ethereal Phantom Limb, incapacitating them so he can restrain them and bring them to justice.
Exert your Mind and spend an Action to activate. Select a Animate target within arm's reach. Roll Dexterity + Brawl at Difficulty 6. The target may contest by Dodging or Defending.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 5 rounds. Dice pools may be reduced all the way down to 0 by this penalty.
"My body has been through much worse, I'll just walk this off."
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
While addressing a crowd, the influencer may use coded language to send secret messages to a particular person in the crowd. These messages can't be noticed or understood by anyone but the intended target.
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. This Effect cannot be used unless the target is listening and you are speaking to multiple people.
You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.
The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Effect is not obvious, and the only sign you are using an Effect is your left hand making a fist. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift's Cost is capped at 2 and cannot be increased further.
The detective pulls out their magnifying glass and investigates the area, learning details about any nearby structures and picking up details on what sorts of beings have passed through and when.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics 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.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
This Gift's Cost is capped at 2 and cannot be increased further.
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
This Effect is not obvious, and the only sign you are using an Effect is that you keep peeking at the target. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.