.
Exert your Mind and spend an Action.
You create a hemispherical dome of black void originating at your Location, with a radius of 20 feet. and lasting for 5 minutes. The area inside your zone is affected in the following ways:
You may end this Effect prematurely as a Free Action.
Bu Fang will frown a little at the weird request before looking up with a moment of inspiration and think of how he want to cook the request. Focusing and concentrating, he pushes his skills to the very limit to create the request
Charisma+Cooking if possible
Edit: Rare is going to have a limited duration soon, so this power will be very limited shortly. As YET ANOTHER power that creates food, I would get rid of it, or at least put it on an item like a salt shaker or something.
Exert your Mind and spend 1 minute. You must use up A lb of Ingredients in order to activate this Effect.
Choose a specific type of Food/Sustenance thats been requested of which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic but can include rare or complex materials (such as radium, gold, or drugs). You cannot create explosives. You cannot create firearms.
Roll Charisma + Crafts to fabricate 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.
Rico connects his hand to the recently dead, feeding the corpse with the thick yellow mist streaming out a dedicated organ producing this abomination that imbues the corpse with a mad semblance of control. Convulsing noises echo as the fleshy tube protruding from Rico's arm enters back into his body. The biological beast rises, waiting for a command.
Exert your Mind and spend one minute. Select a Dead target within arm's reach that has died within the last hour.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
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 all their Abilities set to 0. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
Arron understand the danger of bad weather and non-direct dmg start search for way make armor that help him live there and than hit him his Barrier work under the same principal what is temporarily whar if he make it to armor made of Ether energy
You gain the following benefits at all times. You must actively and obviously be using Necklace to gain the benefits of this Effect.
You have 5 Armor, which reduces incoming damage from all sources of physical attack except Arrows. Armor from multiple sources does not stack.
Your Armor protects you against Injury from non-physical sources as well.
Angus preforms a ritual touching the water. The water freezes over as heavy fog pours from it and a specter of Ice forms. Each specter is different as they lay claim to an area. Angus attempts to communicate with them to pry anything the spirit knows.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 1 mile You must use up a sinks worth of water in order to activate this Effect. At the end of your investigation, roll Charisma + Influence at Difficulty 6.
You learn the following information about the area:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see frozen spirits rise from the water to commune with Angus in unnatural ways.
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 cannot investigate the same area more than once per day.
He speaks! She chants! Their whispers confound.
Exert your Mind and spend an Action to activate.
You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language for the next hour.
Whenever you encounter a Language you could commune in with this Effect, you immediately understand which language it is, the dialect, region, and other details about it.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Haïta’s eyes turn black.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
Finally, the girls are fusing the way they’ve wanted to since they began Contracting, three and a half years ago. It took Grace’s left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spirit’s ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spirit’s: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every day. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
You may choose to heal any Battle Scar on yourself that is not caused by an Injury. Recovery takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4 Armor, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered makeshift stabilized and will not degrade further. Any Battle Scar received from such an Injury is reduced by 1 level to a minimum of a Minor Battle Scar.
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.
The detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
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 one minute. You must actively and obviously use a cell phone to activate this Effect.
Summon a single goon at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
You may only use this Effect once per day.