Flex and fight through, feel the burn!
Exert your Mind and spend an Action.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Masochism.
The Penitent extends his arms to the sides and looks up. As he does, dark blood will begin to leak through his hands, then his face, then his entire body, in large amounts. This blood will appear to move intelligently, as it envelops or completely covers the wound or scar of the other party. When the blood clears, the wound, or the scar is no longer there, but reappearing beneath the iron giant's armour
Take a Severity-1 Injury and spend an Action. Select two Sapient targets within arm's reach. If a target does not consent to the transfer, you must roll brawn+brawl at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
You may choose a single instance of one of the following to transfer between your two targets:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see blood leak through every crevice of the Penitent's armour, moving through the floor towards the target's injury, and taking it back to the Penitent or a different target.
You are a steampunk robot encased in knitted wool, cotton fabric and fluffy stuffing. Don't worry, steam doesn't escape, in fact... Where is this steam? Hm.
You gain the following benefits at all times.
You are permanently and visibly transformed: Humanoid Steampunk Robot. You are considered to be a Sapient, Non-Living being when targeted..
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
Your body provides you with the functionality of Filming Equipment (Video/Audio). If used to attack, these "tools" use the same stats as a small knife.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
The Severity of any Injury caused by Holy Damage is increased by 2.
The user sits down and thinks hard... "This is my first time doing this... I hope I can get better."
Exert your Mind and spend 15 minutes. This Effect cannot be used unless Out of combat and hidden from non-confidants. You must actively and obviously use Glasses and somewhere to work on, like a workbench 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 can create explosives, but they are limited in size to being no larger or more powerful than a satchel charge. You may create firearms.
Roll Brawn + Melee to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
Possession of this Power grants the following Battle Scar: Burns and cuts.
You and your group go out for a wild night of drinking and festivities and by the end everyone's fears don't seem like such a big deal anymore, they're almost funny.
For Stabilize you and the target share a quick pep talk over an alcoholic beverage
If there’s any god out there with an interesting story, it’s certainly Dionysus.
Exert your Mind to activate. Select a Living target within arm's reach. This Effect cannot be used unless you are at a bar or large party. Over the course of one day, 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 + Influence at Difficulty 6.
Your target may Resist. 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 the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
Jordan’s skin, and muscle, and bone stretches and warps to match the appearance of a member of the species he is impersonating.
Jordan was bioengineered to blend in with the Earthlings, as a sleeper agent. Thus, part of his design was the ability to alter his form to match theirs.
Exert your Mind and spend 2 Actions.
You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise may directly mimic the appearance of a specific individual. 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.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
The mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
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 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.