The Craftsman enters a state of focus, showing no emotion as sweat beads down their body. The Craftsman holographically creates an anvil or forge (depending on the size of the object) and starts tinkering with metal. Only the craftsman can hear the sounds of clashing and clanging.
Exert your Mind and spend 1 minute. You must actively and obviously use A metalworking tool (EX: Hammer, Pliers) 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 cannot create explosives. You may create firearms.
Roll Brawn + 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.
Possession of this Power grants the following Battle Scar: burn scars across the arms.
The fusion core replaces the need for nutrient intake or nightly shut-down, but it still needs oxygen to burn.
You gain the following benefits at all times.
You no longer require any food, water, or sleep in order to survive.
The scar alights with with vibrant energy upon touch and undoes itself. Leaving a much less debilitating wound for the patient to recover from. The user must identify what the scar is and have the knowledge to utilize "Wisdom's Embrace" to its full effect.
Another facet of "Wisdom's Embrace" is the ability to mend scars and deformities along the body. By having the user focus on the nature of those scars, they may unravel and reform them into normal wounds that will heal naturally. This impartation of knowledge onto the patients body helps it recovery normally instead of scarring the body due to lack of response by the patient's natural healing abilities.
Exert your Mind and spend a minute. Select a Living or Animate target within arm's reach. You cannot target yourself. This Effect cannot be used unless The target is not participating in a contract or engaged in combat. Select up to four Battle Scars on your target to treat.
The treated Battle Scars heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
Any Battle Scars you heal leave behind a Severity 2 Injury on your target that must heal naturally.
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Possession of this Power grants the following Trauma at all times: Sadism - You are a particularly cruel person. (Whenever you would be presented with an opportunity to inflict a large amount of pain on someone, you must roll Self-Control to resist doing so.).
Alister chews on a gear using it as crafting material. Steam starts to pour from Allister's frame as compartments all across his body opens to reveal a number of bronze clock-work wind up mouse dolls with biker jackets. These dolls explode forth with speed seeming to be rocket propelled and begin to work on fixing the target with little welding tools. as they work they use Allister's mind as a communication relay and there endless chatter and uncouth comments may overwhelm him.
Exert your Mind and spend 1 Action. Select a Non-Living or Animate target within arm's reach that is of any size. You may target Alien technology, so long as you have an understanding of its intended function. You must use up Metallic Gear in order to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Intellect + Crafts at Difficulty 6 (or 8 for Sapient targets).
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
If you are successful in repairing a Sapient Object, a single Injury on the target is reduced in Severity by your Outcome.
Possession of this Power grants the following Trauma at all times: Compulsion to protect new forms of life: When faced with a new opportunity to act on your compulsion, you must succeed a Self-Control roll to resist..
I gain plus 2 in all main stats, have perfect soul control, and gifts remain, however, any abilities added by the tomb that are not gifts, disappear completely. The effect is maintained only when I am completely conscious. I need to eat sentient souls consistently for it to be maintained. It can be maintained permanently under said conditions
The tomb turned me into a stronger being, but at what cost…
Exert your Mind and spend an Action.
You transform into Demon, red, forked tail, wings, etc/ greatest fear (after soul control is unlocked) for 3 minutes. You have access to all of your Powers while you are Demon, red, forked tail, wings, etc/ greatest fear (after soul control is unlocked), 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. Your Stress is reduced by 2.
Your body is adapted to Flight. You receive +3 dice on non-attack rolls related to Flight.
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. 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 4. Armor is fully effective against this Damage.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
This Gift's Cost is capped at 2 and cannot be increased further.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The seasoned necromancer's darkest art spits in the face of the natural order. Given sufficient preparation, they may temporarily revive any dead individual.
Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach that has died within the last month.
Your target rises as an Animate being. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.
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 their Abilities set to the same that they were in life. Their Attributes are all the same as they were in life. Raised creatures have access to any Effects they had in life.
You may only use this Effect once per day.
The Necromancer temporarily assumes the form of their own corpse, complete with maggots, spilled entrails, and exposed bone. They cannot move while transformed, but their empty eye sockets see as well as ever.
Exert your Mind and Spend an Action.
You transform into your own corpse for one minute. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings as normal. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
You may end this Effect prematurely as a Free Action.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.