The user wearing the gloves can wave their hand in the air and create a slice in that path where the user moves their arms. the slash itself is invisible but can be predicted by the movement of the wearers hands
Its sukunas thing bro
Spend an Action. Select a target within 45 feet. Roll Dexterity + Brawl 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.
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.
This Gift's Cost is capped at 2 and cannot be increased further.
...Oswald, with all of his might and intelligence, opens a door
Spend an Action. Select a door, lock, or locked target within 300 feet that is no more complex than a personal safe door or a keycard reader. Cannot be used on Alien technology. This Effect cannot be used unless Normal Oswald is active.
You may lock, unlock, and/or open your target.
Even though the augmented body parts remain almost identical after the procedure, when the subject is ready to use them the appearance of the limb will change showing the mutated form. After the subject finishes using them, the limb goes back to normal. To archive this effect the user of this gift must perform a small surgery on the desired limb he wants to modify.
This gift, born from the remnants of José Ramos legacy, is a marvel of modern science intertwined with the unpredictable beauty of biological mutation. This power, though divergent from José’s, allows the wielder to mold flesh and bone at will, sculpting the human form into a living testament of adaptability and evolution.
When the serum courses through the veins, it whispers secrets of potentiality, enabling the user to alter their physical form with precision and purpose. Claws can spring from fingertips, mobility can be enhanced to superhuman levels, and limbs can morph into versatile tools, each mutation a symphony of biological artistry. Once the need for transformation ends, the limb gracefully returns to its original form, leaving no trace of the extraordinary metamorphosis it underwent.
Exert your Mind and spend 30 minutes. Select a Living target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the surgery to give a mutation must be done without any anesthesia and it’s a really bloody and messy procedure.
Your alteration "heals" over the course of the next month, after which it is fully cured.
With a boop on the nose and a flick of an imaginary zipper, return!!!! from whence you came!!!!!! These SUPER cool and SUPER awesome clown props get ya home wherever you go!!!!
Exert your Mind and spend 2 Actions. If you are at your house, you may choose a target Location within your line of sight; otherwise, your target may only be your house.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.
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.
You may only use this Effect once per day.
talk and then bonk on the head
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Brawl at Difficulty 6.
If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize a target's Mind. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice.
Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.
The mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend a minute. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
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.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
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:
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 priest channels their true faith into a brutal assault on the consciousness of demonic or unholy creatures. By wielding their favored holy symbol, a gilded crucifix, they can put a proper fear of god into them, leaving them cowering at any truly holy things they encounter.
Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Charisma + Occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a phobia of holy things as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.