Lod uses his psychic powers to boost his brain capacity and speed.
You gain the following benefits at all times.
Your Intellect rating is increased by 0. 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).
You also gain the following effects:
Bu fang growth over the years as a chef has honed his senses to a extreme level. Allowing his senses to be able to be used in all fields outside of cooking. Touching for texture, tasting for tasting, and the smell for the fragrance.
You gain the following benefits at all times. You must actively and obviously be using A neckerchief to gain the benefits of this Effect.
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 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.
Squirell takes the target for a walk, picking random bits the whole way and holding out roots, mushrooms, pine needles- seemingly random but at least somewhat nutritious and more or less edible.
Theres something not only about the nutrients and chemicals- Squirell knows little about them anyway-
but the way they interact, amplify, and potentiate each other's health benefits to accomplish even that which science struggles.
Spend 15 minutes to activate. Select a Living target within arm's reach. This Effect cannot be used unless Must go for a walk in a healthy, wild environment. You must use up Healthy foraged edibles, mushrooms, roots, grasses and the like, gathered fresh in order to activate this Effect.
You may cure any any diseases 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.
This Gift's Cost is capped at 2 and cannot be increased further.
To an outside observer, it would sound like Conner is making animal noises, but the animals themselves would understand him as if he were one of their own. This change in his voice is the only indication that something unusual is happening; otherwise, there are no visible supernatural effects.
You gain the following benefits at all times.
You may understand and communicate to Creatures as if you are fluent in a relevant language.
You are already dead.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Brawn + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4. The target's material Armor is completely ignored.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
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."
The Necromancer may exert their will on any undead creature, forcing it to act as they desire. The Necromancer's eyes turn completely black, and they speak a command to the creature in the language of the dead.
Exert your Mind and spend an Action. Select a non-Sapient, Animate target within 20 feet. This Effect cannot be used unless the target is undead.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
Sapient targets can resist by rolling Mind at Difficulty 6.
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 aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
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 units of water in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Perception + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.