Turns anything Garfield near into a Vantablack Colored Item that has a special adaptive ability.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice.
Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.
Your body is highly irradiated, emitting a radioactive glow. Your figure is gaunt and warped, you have no lips and your eyes glow.
You gain the following benefits at all times.
You are permanently and visibly transformed: glowing skin, warped flesh, glowing eyes, no hair. You are considered to be a Sapient, Non-Living being when targeted..
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
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.
Possession of this Power grants the following Battle Scar: Disfigured.
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.
Garbed in illusion, Leon steps forward and speaks with the target, though little do they know that with each word dropped, every phrase spoken, and every little signal of body language they surrender more than they could ever possibly know to Leon and as they continue to interact with the illusion. The little tells that people give off as their social mask shifts, ever so different than how they'd wear it in front of him, and as he pulls the strings like a puppet master the mask slips at last. Exposing exactly what Leon wants to know.
Exert your Mind and spend one minute. Select a Sapient target within arm's reach. This Effect cannot be used unless They are interacting with one of Leon's illusions as if it is real. 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 Charisma + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Clint always holds up his denims with one of his signature cowboy belt buckles. When he wraps his belt around his hand and protects his knuckles with it great things happen.
You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using Belt buckle to gain the benefits of this Effect.
Your unarmed attacks deal +2 Bonus Damage (instead of -2). The target's Armor is reduced to 1/2, rounded up against this damage. You may React to and Defend against firearms and other projectile attacks.
You also gain the following effects:
Keys projects a hologram slightly offset from himself. When attacked it glitches and crackles like static, the attacker suffering a similar effect. The hologram quickly reconfigures afterwards.
Exert your Mind (unless you win a coin flip) and spend an Action. Roll Charisma + Performance at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of the Barrier Strength Parameter’s bonus. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Averill plants his chair down and gets up on it, swinging his arms up to rile a crowd as he begins flexing and performing some of his signature moves to draw his fans' attention.
Spend an Action to activate. All Sapient, Living targets within 20 feet of you who can perceive you through Sight are affected. You must actively and obviously use A steel chair to activate this Effect. Roll Charisma + Athletics at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, the targets will keep their full attention focused on you for contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you. If they cannot perceive you through Sight for three Rounds, the Effect is broken. The Effect ends early if the target is Injured or enters Combat.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you.
You may end this effect prematurely as a Free Action.
This Gift's Cost is capped at 2 and cannot be increased further.
You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.
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 60 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 jumping blind or landing precariously, must roll Dexterity + Athletics 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.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
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.