A fiery projectile technique where the wielder swings their sword to release a sweeping arc of flames. A radiant streak of fire erupts from the blade’s arc, as the sword is swung a wave of intense, orange-red flames trails behind it, forming a crescent-shaped inferno that blazes through the air.
Exert your Mind and spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). You must actively and obviously use Has to be wielded with a claymore which has cultural links to the Lasair Nicneven order to activate this Effect.
You may start or extinguish a fire as large as a fire in a residential fireplace at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 3 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be depleted by any Damage dealt, destroying the Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
Emily holds up a hand, and takes her glove off with her teeth. On the back of her hand is a QR code.
Holding this code up alerts the nearest drones. A pigeon will fly over, and settle on her arm - and begin sharing directly from the federal database - everything they've got on the target. They're everywhere.
She seems to twitter back - like an insane woman talking to a bird. Weird, huh?
Spend a minute. Select a Sapient target within 20 feet. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Perception + Technology at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
This Effect is not obvious, and the only sign you are using an Effect is a pigeon comes out of nowhere and starts tweeting at me from my arm. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Paranoia.
"No but, really, why did I get in this madness?" rivers of thoughts flourishing inside your mind
"Monsters? Ghosts?" nobody told you about what you would have challenged
"I just want my money!" you're not even that strong! People around you can shoot with a precise aim, there's an almost invisible entity, a werewolf girl, and wayyy to many things going around
"I need to survive, I need to get home" just need to get back to your office, and do your daily boring tasks
"I'm not made for this"
You gain the following benefits as long as you have =<4 body and =<4 mind.
Your Stress from Injuries and Mind Damage is reduced to 0.
While Incapacitated, you may Exert your Mind to take a single action.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
Possession of this Power grants the following Trauma at all times: panic gets into you, you must roll self control to avoid running away or hiding from the source of the damage whenever you get hit.
Nanomachines circulate throughout the system of Berndt. He command the skin of his arm to come off so that he can use the Nanomachines layered in between to enhance something.
The skin can also dissolve into sole nanomachines to engulf larger objects.
“It’s not disgusting, it’s called SCIENCE!”
Exert your Mind and spend an hour. Select a non-Alien Device within arm's reach. Cannot be used to improve Armor.
Lasts the next day. 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Nanomachines peel of the skin of Berndts arm. The skin engulfs the item and after the process is done crawls back on the arm in a disgusting fashion..
Though it is unclear if UA-566 ever felt pain or stress, the host body certainly performed worse as it continued intense testing. Now, however, UA-566 seems to be capable of ignoring all of circumstances that might stress or harm another person. Be advised, bullets are no longer a strong deterrent to the creature.
You gain the following benefits at all times.
Your Body and Mind Penalties are reduced to 0.
User inserts a knife into the lock of the door, and turns the lock, similar to an improvised lockpick.
Lerinyth looks around briefly, before sticking a knife against the side of the door, and fidgeting around the door for a moment before it opens, and Lerinyth breaths a sigh of relief.
Spend one minute to activate. Select a door, lock, or locked target within 20 feet. Cannot be used on Alien technology. You must actively and obviously use Knife to activate this Effect.
You may lock, unlock, and/or open your target.
This Gift's level is capped at 2 Gifts and cannot be increased further.
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. Your target should be intuitively based on the triggering event. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 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:
The doctor heals severe injuries in minutes using only standard medical supplies. Lacerations seal under the needle and thread, and reset bones can be used shortly after.
However, for the treatment to last, the patient must adhere to any aftercare regimen the doctor requires. Those who violate the doctor's orders suffer their injuries anew.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use basic medical supplies to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.