WIP
You gain the following benefits as long as engaged in combat with Revolvers.
+2 dice to all Revolvers rolls.
You also gain the following effects:
The moonstones on their bangle glow an etheral blue and (if anyone can see their back they'll see) the wings tatooed on their back flap.
You gain the following benefits at all times. You must actively and obviously be using Gold and Moonstone Bangle to gain the benefits of this Effect.
As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You are subject to the following effects while gliding:
Your entire body is laced with DeltaGen. It's sort of your whole deal. The effects of raw DeltaGen exposure on the average human body (you're built different, obviously) are both well-documented and horrific. The potential applications of these two facts are obvious.
Unfortunately, the DeltaGen denatures quickly once outside of a body-temperature environment, meaning stored blood probably won't have much effect unless you keep it in arm's reach.
This Effect activates whenever a valid target ingests at least 2ml of your blood or bile. It does not require an Action or Exertion. Select a Living target within arm's reach. Your target should be intuitively based on the triggering event. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a beneficial mutation - the target gains an Augment instead!. Roll Brawn + Athletics at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
When Tyrion uses this ability a white-hot bolt of fire shots from his hand at the target.
Exert your Mind and spend an Action. Select a target within 50 feet. Roll Brawn + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
A small wormhole appears, and a miniature comet streaks forth to strike at the caster's foes; it's rather beautiful to behold, if painful to get hit by.
Spend an Action. Select a target within 45 feet. You must actively and obviously use a ring set with a spell-focusing crystal to activate this Effect. Roll Intellect + Occult 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 4.
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.
This Gift's Cost is capped at 2 and cannot be increased further.
A grey and smoky aura envelops whatever is affected, the smell of burnt gunpowder radiates all around those affected
Exert your Mind and spend an Action. You must use up bullets in order to activate this Effect.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Lasts for two hours. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Possession of this Power grants the following Battle Scar: Wheezing.
When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
The Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie 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.
You may only use this Effect once per day.
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
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.