Reaching out into empty space, you tear open a jagged portal to an abhorrent domain of bleeding eyes and gnashing teeth. A short walk through the domain allows you to arrive at your destination along with anyone that is with you.
Exert your Mind and spend 1 minute. Select a Location within your line of sight. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
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 1 full Round before activating this Effect again.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you tear open a wound in empty space, opening up an endless hallway of bleeding eyes and gnashing teeth.
You gain the following benefits at all times.
You are permanently and visibly transformed: pale and a little too thin, like someone who's been sick for a long time. You are considered to be a Sapient, Non-Living being when targeted..
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
The Severity of any Injury caused by Holy Weapons is increased by 2.
James looks those he wishes to affect in the eye, and speaks in a calm, serene tone. They will then be overcome with a feeling of calm, as Inner Peace spreads throughout their being.
Uses Spiritual Enlightenment
Exert your Mind and spend an Action. Select a Living target within 45 feet. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by Serenity. They will not necessarily display their emotions in an obvious 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.
The Entomancer's body swells with the strength of the hive!
You gain the following benefits as long as you have consumed insects within the last 24 hours (100g of common insects, less if rarer or bigger).
You are permanently and visibly transformed: A pale humanoid with slightly insectoid appearance in the form of mandible hair tails, hard skin. You are considered to be a Sapient, Living Creature when targeted. Your Intellect is increased by 1.
Your body is adapted to Sight. You receive +3 dice on non-attack rolls related to Sight.
No single organ in your body is critical for life. If any of your body parts are separated from your body, you may take Actions with the severed part for three hours. You may reattach severed body parts by spending an Action and Exerting your Mind.
Your appendages can reach an additional 30 feet.
You can squeeze through any cracks and passageways a cat would be able to.
You may make a +2 Weapon Damage Acid Spit (Dex + Brawl) (Rifle) attack without additional equipment.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
Possession of this Power grants the following Trauma at all times: Humans Lie... - Paranoia.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
The Severity of any Injury caused by insecticides is increased by 2.
Rather than aiming for brute force, each strike is executed with a controlled finesse that speaks to a deep understanding of the human anatomy. The blade seems to caress the air as it arcs through a mesmerizing series of loops, spins, and thrusts. With each movement, Machida's eyes remain fixed on his opponent's form, as if reading the very essence of their being.
"Itamae style: Usugiri" draws inspiration from the precision and finesse displayed in the traditional Usugiri cutting technique employed by Itamae. Just as the Itamae utilize their delicate knife skills to create thin, precise cuts in delicate ingredients, Machida applies a similar philosophy to his swordplay, but in a combat context.
The connection becomes evident in the way both techniques emphasize control, accuracy, and respect for the subject. In Usugiri, the goal is to cut ingredients so finely that their natural flavors are preserved, demonstrating the chef's skill in enhancing the essence of the food. Similarly, Machida's approach is not to inflict severe harm but to precisely incapacitate his opponent while minimizing undue suffering.
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.
You also gain the following effects:
The Human Bullet builds up speed in his fists, making them insanely deadly weapons.
Exert your Mind and spend an Action. Select a target within arm's reach. This Effect cannot be used unless you succeed on a Difficulty 8 Dexterity + Athletics roll and are running at maximum speed. Roll Dexterity + Athletics 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 12.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the target likely explodes into viscera.
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 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.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. 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 spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a Location within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. You may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.