Red brings their hands down to their belt and activates their morpher transforming them into the red ranger this is of course very exhausting
Exert your Mind and spend an Action. You must actively and obviously use belt to activate this Effect.
You transform into ________ for 3 minutes. You have access to all of your Powers while you are ________, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Attributes are the same. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
While transformed, instead of your normal clothes and equipment, you are equipped with: ranger equipment
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
Feng shui (/ˈfʌŋˌʃuːi/ [2] or /ˌfʌŋˈʃweɪ/[3]), sometimes called Chinese geomancy, is a traditional form of geomancy that originated in Ancient China and claims to use energy forces to harmonize individuals with their surrounding environment. The term feng shui means, literally, "wind-water" (i.e., fluid). From ancient times, landscapes and bodies of water were thought to direct the flow of the universal Qi – "cosmic current" or energy – through places and structures. More broadly, feng shui includes astronomical, astrological, architectural, cosmological, geographical, and topographical dimensions. Feng Shui rituals are performed with the usage of multiple crystals, herbs, stones, incenses and other common divination tools.
Spend a half hour. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn the following information about the area:
This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same area more than once per day.
Wren now wears a black choker necklace with a black heart stone. When she activates her barrier, she uses two fingers on each hand and traces along the necklace from the sides of her neck to the stone, then turns her fingers outward. Upon doing so, a barrier decorated with black hearts forms around her, lingers, then becomes invisible. When the barrier takes damage, the hearts reappear near the place of impact, appearing to crack. When the barrier falls, all of the hearts reappear, split in half, and dissolve into dust.
Exert your Mind and spend an Action. You must actively and obviously use a magic black choker necklace to activate this Effect. Roll Dexterity + Athletics at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 6 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Possession of this Power grants the following Battle Scar: Weak Stomach.
The Contractor's face shifts. A black ooze drips from their eyes and mouth, which is mirrored on the target.
The Church of the Cleansing Soul brought to life a child, meant to be bear the weight of the world's pain to offer purifying of the mind and soul for any who stepped into the cleansing fire the child emerged from. As it turns out, a child's mind cannot hold the horror of eternity without venting that horror like a pressure pot waiting to explode.
They did not provide a big enough pressure valve. And they suffered for it.
Now, the Weeping Soul shares this agony with others, trying to find catharsis in seeing others burdened with their pain - not out of malice, but necessity and tantrum rage. It simply isn't FAIR.
Injustices that Trigger this Gift:
-seeing a Good Person injured purposefully or being injured accidentally and not receiving an apology
-a Good Person being lied to or lying
-something of value being taken away or withheld from a Good Person
-a Good Person being stolen from or stealing
-verbal abuse (cursing at people, name-calling, general cruelty)
-anything that would make you a Big Meanie
This Effect activates whenever a valid target within range is witnessed doing something that would prompt an injustice roll from this individual if left unaddressed or resolved. It does not require an Action or Exertion. Select a Sapient target within 20 feet. Your target should be intuitively based on the triggering event. Roll Charisma + Occult Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If your Contested Outcome is positive, your target takes 1 point of Mind Damage and gains a new Trauma of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a small child bleed black blood from their eyes and mouth. This is not a normal child - something is VERY wrong here.
Luke raises his head sharply and his voice takes on a high, screechy quality not unlike a cricket or cicada's chirps. Swarms of locusts and other flying insects rise from the nearest vegetation, and the hums of their wings fill the air.
Exert your Mind and spend a Free Action. Select a Non-Alien Creature within 20 feet.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. 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.
When a hunter received a gun with the bullets that will puncture anything he pleased from the Devil, the Devil proposed a childish contract: the last bullet would puncture the heart of his most beloved.
You gain the following benefits as long as engaged in combat with Magic Bullet.
+2 dice to all Magic Bullet rolls.
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. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.
The Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
Spend a Quick Action. You must actively and obviously use a burlap sack to activate this Effect.
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 Objects 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 Witch summons a crow, whispers a message to it, and sends it off to deliver her words. Half an hour later, the crow arrives at the recipient and repeats her message aloud in its croaking, animal voice.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.
You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.
The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The priest's miracles expand into the treatment and curing of poisons and diseases. To do so, they require a ceremonial dedication (or often re-dedication) to the service of their god, during which the priest and the patient pray together and perform ritualistic bloodletting. These wounds burn with holy, golden fire, attacking the sinful malady and expelling it from the body.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water 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.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
The Ninja is a master at blending in to any crowd or organization. If they can find complete privacy, they may channel their ninjutsu to temporarily create the illusion of any outfit or uniform they desire. The new clothes shimmer into existence over their existing garb over the course of a minute of meditation.
Exert your Mind and spend a minute.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
You cannot alter the appearance of your flesh and blood.