A.N.A: One of many flesh computers... But one of the best, as far as she's been told.
You gain the following benefits at all times.
You are permanently and visibly transformed: Constellation right eye. You are considered to be a Sapient, Non-Living Computer when targeted. Your Brawn is increased by 1, your Perception is increased by 1, and your Intellect is increased by 2.
Your Injuries no longer degrade with time.
You may make a +2 Weapon Damage Mind slash ((left hand)(Dex+Occult) Assault rifle) attack without additional equipment.
Possession of this Power grants the following Battle Scar: Skin Sensitivity You are at 1 Dice Penalty when exposed to Sunlight..
You cannot ignore or decrease the effects of Stress for any social rolls you make.
Possession of this Power grants the following Trauma at all times: Anti-Social You struggle with engaging in social interaction. In order to start a conversation with someone you have known for less than an hour, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must succeed a Self-Control roll or Exert your Mind to avoid fleeing or shutting down. and Paranoia You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to overcome your fear..
The Severity of any Injury caused by magic is increased by 2.
The nanotech in his blood filters out unnecessary information and cycles in the new important information.
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:
The clown simply stands there, dreary and depressing. The final boss then proceeds to curl up in a ball and decide to rethink his life choices.
This Effect activates whenever an entity within range commits itself to attacking you. It does not require an Action or Exertion. Select a Living or Animate target within 300 feet. “Your target should be intuitively based on the triggering event. Roll Charisma + Performance at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by depression. They will not necessarily display their emotions in an obvious way. Your own emotions are also shifted in the same 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.
Possession of this Power grants the following Battle Scar: That Guy - You've just got a punchable face. (You receive +1 Difficulty on all Social Rolls where being a depressing bitch would matter).
If any affected target takes or deals Damage, this Effect ends.
A prosthetic finger made out of pure, cast metal. Looks way too old to even move, impossibly so. The application seems to have been painful, as the skin hugs around the metallic prosthetic.
Alexandre Duma's works not only are revolutionary for their period, but they stand the test of time nowadays. Julio used to imagine, during multiple daydreaming sessions, that he could one day be a knight, too, and protect his loved one with his might alone.
You gain the following benefits as long as you are engaged in combat with melee weapons.
+2 dice to all rolls with melee weapons. You may Defend against firearm attacks from any range using melee weapons.
Possession of this Power grants the following Battle Scar: A prosthetic, metallic left middle finger that looks burnt into the skin.
You also gain the following effects:
The Kitsune's magic fuels her ability to move her body with uncanny agility. Her tail flickers with subtle blue flame when demonstrating agility beyond mortal ken.
You gain the following benefits as long as you have your Second Tail.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (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:
Freya waves her wand just before a flash of light, followed by descending shimmering particles that rain down around her. In the blink of an eye she becomes the creature of choice.
Exert your Mind and spend an Action. You must actively and obviously use Wand with runes to activate this Effect.
You transform into Raven or any region-appropriate medium-sized animal for two hours or until you choose to end the Effect. 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.
While transformed, you may speak and use any Influence or Communication Powers you posses.
Possession of this Power grants the following Battle Scar: Shoulder Subluxation.
The influencer knows just how to-- well-- influence people. By following a suggestion with a wink, smile, or a look of astonishment, their target is sure to be swayed. Is it any wonder they have a following of such incredible fans? Hit like, smash subscribe, and for the love of all that is holy, don't forget to retweet.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
The psychic can glean various important details about a person simply by engaging in a short conversation with them.
Spend one minute. Select a Sapient target within 20 feet. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is spoken aloud in conversation and made publicly available.
This Gift's Cost is capped at 2 and cannot be increased further.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
The seasoned necromancer's darkest art spits in the face of the natural order. Given sufficient preparation, they may temporarily revive any dead individual.
Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach that has died within the last month.
Your target rises as an Animate being. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Attributes are all the same as they were in life. Raised creatures have access to any Effects they had in life.
You may only use this Effect once per day.
The influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet.
You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.