Invisible smoke makes its way into the targets body destroying it from the inside.
Smoking a pack of cigarettes in an hour dilutes the enchanted smoke, stopping its effectiveness.
Exert your Mind and spend an Action. Select a Animate target within 25 feet. This Effect cannot be used unless you must be smoking. Roll Charisma + Influence at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.
If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Charisma + Culture at Difficulty 6, and can be cured by Smoking a pack of cigarettes in an hour.
This Effect is not obvious, and the only sign you are using an Effect is the end of his cigarette burrns brighter. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
The symbiotic organism has fully bonded with the host. They no longer risk rejection or sudden germination, & have full access to the cognitive enhancement of the symbiote. Sometimes, while thinking hard, onlookers might note unsightly bulges in the cranium where the tendrils pulse rhythmically.
You gain the following benefits as long as you have your Algernon's Flower.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
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:
Mrs. Ross lifts her talisman up for her face, tongue and eyes beginning to spark as she calls forth a wandering spirit in the area. After making connection, the spirit will manifest in front of her briefly, awaiting her request. After a silent command, the shade will disappear to a location of Mrs. Ross's choosing.
By focusing on the connection made with the obedient ghost, Ripley is able to view distant locations as if she herself were standing there... giving her the opportunity to Appease the Dead with even more flexibility.
Exert your Mind and spend an Action. Select a target Location within 75 feet. You must actively and obviously use Spirit Talisman to activate this Effect.
You may perceive things as if you were standing at that Location for the next 30 minutes. You may move your senses back and forth between your projected location and your real location without prematurely ending the effect. You may only have one projected location active at a time.
An action hero isn’t going to let a little injury stop them!
You gain the following benefits at all times.
Your Body and Mind Penalties are reduced to 0. Only applies while action hero stuff.
Thomas is a master juggler and loves performing for crowds his skill only increases as he continues going on the performances
You gain the following benefits as long as you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
You also gain the following effects:
Haerin has many scars laid along his body that exude darkness from his body, allowing him to spawn weapons of darkness
You gain the following benefits at all times.
You are permanently and visibly transformed: Pitch black hair, pitch black eyes and dark energy coating his form when enraged. You are considered to be a Sapient, Non-Living being when targeted. Your Charisma is increased by 1 and your Intellect is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
Your appendages have 30 feet of reach.
Possession of this Power grants the following Trauma at all times: (MADDENING) Ultimate Bravery: You cannot believe how much of a bitch you've been; never again. (Roll Self Control to flee, back down. or otherwise concede or relent.)..
The Severity of any Injury caused by Holy material is increased by 2.
The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
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 2 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:
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.
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 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: