An incredible amount of bad luck befalls the target as it is hit by some truly unlikely scenario, a satellite falling from the sky, hitting just in the right moment and the right spot, a lamp falling from the ceiling, a gas pipe exploding, you name it (GM's discretion).
Exert your Mind and spend an Action. Select a Location no further than 25 feet from you and in your line of sight. This Effect cannot be used unless Target was hit with "Unlucky Guy". The area within 10 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Charisma + Thievery 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 10 feet of the chosen Location with Damage equal to your Outcome + 4.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
The body looks like it has heavy cybernetic implants. Fists are obviously reinforced metal, motor control is a little too perfect. A covered data port is visible on the side of the skull.
After multiple activations of Battle Mode, the scientist in charge of Zeta's development have opt'd to embrace her mechanical nature instead of trying to hide it. After all, regrowing artificial flesh isn't currently on an industrial scale.
You gain the following benefits at all times.
You are permanently and visibly transformed: Android. You are considered to be a Sapient, Non-Living Computer when targeted..
Your body is adapted to Disguise. You receive +3 dice on non-attack rolls related to Disguise.
Your Injuries no longer degrade with time.
Your appendages can reach an additional 30 feet.
Your body provides you with the functionality of Computer Hacking. If used to attack, these "tools" use the same stats as a small knife.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
By reciting/ whispering an intricate prayer only known to Archangels, a book containing the sins of every creature on the planet appears in his hands, and magically flips to the page. Cham's eyes turn white, as he instantly relives the targets worst recent sins, and whether it was of free will. Unfortunately, the process is traumatic, usually leaving him rattled, at best as the book vanishes.
Exert your Mind and spend three Actions performing the following ritual: Its an intricate prayer in an angelic language not meant for human ears... Select a Sapient target within 20 feet. This Effect cannot be used unless Alternate Form. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Make a Trauma roll when you activate this Effect. At the end of your investigation, roll Charisma + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Asher is able to transform into Duke. The heroic husky German shepherd mix.
Exert your Mind and spend an Action.
You transform into Husky/German Shepard mix for two hours.You are unable to revert to your original form at will and must wait for the duration to fully elapse before returning to normal. See the Extended System text for stats.
While transformed, you cannot use any equipment (excluding Artifacts and Consumables, which you can use), and you cannot use your Active, Direct, or Trap Powers. However, you can use your Passive Powers. The equipment you are wearing does not transform 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.
Terry treats the patient, muttering caring words as he draws the impurities from his patients.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach.
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.
Simply looking around
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your appendage has a grip that is hard to shake. While grappling a target, when contesting their physical actions, you may roll your full dice pool, but it only counts as a Quick Action.
Your Extra Appendage is incapable of fine object manipulation.
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
The Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You transform into a vampire bat or a wolf until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your 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 Battle Scar: A disfigured face with bat-like ears.