There is a visible blur all around Atlas's body, like short after images or ghost figures of him moving from where he is.
These are Atlas in other dimensions disconnecting and going on their own path, or coming to stand where Atlas does and overlap their strength.
Atlas is connected to every version of himself across all dimensions, therefore when one or more other versions of himself are in the same place and time they connect and lift or push with the strength of each connected Atlas.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
You also gain the following effects:
You are a beast of legend, long thought to be extinct, and now it shows.
Exert your Mind and spend an Action.
You transform into Wolf until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Direct, or Trap Powers. However, you can use your Passive Powers. The equipment you are wearing does not transform with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
You may only use this Effect once per day.
Sally takes the one spell of two she knows, breaks it down, builds it up, learns it forwards until she can perform it backwards. And at the end of all of this, she presses it’s limits. Animation into restriction into capture. She takes the current, existing primary or secondary spell, and twists it, reinforcing the item and stretching it to its limits until it covers the target’s being.
Exert your Mind and spend an Action. Select a target within arm's reach. You must actively and obviously use an animated object to activate this Effect. Roll Intellect + Athletics at Difficulty 6. The target may contest by Defending or Dodging.
If you succeed, your target will be restricted at their location by a physical, tangible binding. They cannot move to a new location, and any physical actions they take suffer a dice penalty equal to twice the Contested Outcome (except attempts to escape or break the binding, which only suffer half this penalty).
The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of damage equal to twice the contested Outcome from the Effect activation. Damage from multiple attacks is cumulative and stacks linearly.
In hostile random encounters, there is a chance that the user will gain a temporary ally which comes to its aid and blast a ranged attack towards the source of danger. This mysterious figure´s details stay obscure for most who presence its appearance, unable to be determined if said entity is a spirit of some kind or something else...
This Effect activates whenever a great danger meets the user. It does not require an Action or Exertion. Select a Location no further than 40 feet from you and in your line of sight. “Your target should be intuitively based on the triggering event. This Effect cannot be used unless the user is endangered. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Charisma + Influence at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4.
You may only use this Effect once per day.
Bankstons Werewolf Condition has advanced creeping further into his life. While wounded his body recovers at an extradentary rate leaving the patched over parts a bit more hairy then it was before.
You gain the following benefits at all times.
Any Injury you receive from a source other than Silver heals quickly, reducing its Severity by one level each hour. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
Once an Injury has been reduced in Severity by two levels, it no longer benefits from this effect and instead heals as normal.
Injuries you receive from Silver are increased in Severity by 1.
The stories, they're the source of these blessings.
Each tale derived from a deadly contract, each tale bringing hope and wonder to a child's eyes.
The children and the teenagers alike hold the stories close to their heart, believing in these larger than life tellings and letting their imaginations run wild.
An age of artistic minds are being fueled in the Foster home.
The hope of these young minds fuels Rudy to keep going, to keep fighting to ensure they continue to live hopeful lives.
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.
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.
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.
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.
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.
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind (unless you win a coin flip) and Spend an Action. Select a Living target within 45 feet. Roll Intellect + Occult 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 you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.