Dolly pantomimes and makes sound effects. She swats and bats away enemy attacks with empty hands, using her imagination and sound affects to attack and to defend herself. Dolly is very good at playing pretend. So good that she can turn reality into imagination and vice versa.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a target within 45 feet. Roll Charisma + Performance 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 2.
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.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
Putting on the mask, he takes a deep breath in as black fumes emanate from it. Breathing though it, a large, black, ooze-like arm forms from his back, near one of his shoulders.
It follows the same motion that his arm makes, depending on what side it is on. This is easier to focus on, but he can move them independently.
Exert your Mind and spend an Action. You must actively and obviously use Korvus' Metallic Mask to activate this Effect.
You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.
Your extra appendage can stretch to reach an additional 30 feet.
You may turn this Effect on and off at will during its duration.
Jason has spent years as an army sniper. His skill with his sniper rifle is unparalleled. When he is "in the zone" he appears to be oblivious to his surroundings.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
The user is able to see heat signatures.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Jax’s skin becomes Pale, squishy, and semi-translucent. When activated the power allows him to constrict his body through small areas like a squid and stretch his appendages up to 30 feet.
Discovered the morning after a victory party at which he took a whole cocktail of drugs leading to his discovery, the morning after he had noticed his skin looked strange and upon inspection it seemed to be made of rubber or something, instead his muscles had been transformed into a biological hyper-condensed material, upon being cut while the ability is active the drugs that metabolised into his blood react poorly when exposed to the new muscular tissue and cause painful acid burns, this ability is often kept active because leaving it causes debilitating pain for an hour, this however causes dependance issues, and clouds the mind of clear judgement, for some odd reason being in this state often leads him to supernatural situations
You gain the following benefits as long as Must be under the influence of two or more types of narcotic substances.
You are permanently and visibly transformed: OCTO-JAX. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1.
Your appendages can reach an additional 30 feet.
You can squeeze through any cracks and passageways a cat would be able to.
Any creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
The Severity of any Injury caused by Blades is increased by 2.
You speak or interact with the target, then pause for a moment, contemplating where you might’ve seen them before, invoking this feeling of Deja-reve, or the feeling that you’ve dreamed of them before.
Exert your Mind and spend 2 Actions. Select a Sapient target within arm's reach. You may select a target at any range if you use up something the target has slept with of the target. At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Possession of this Power grants the following Battle Scar: Narcolepsy: Once each hour the GM may ask you to roll Mind at Difficulty 6. If you fail or botch, you fall asleep for the next ten minutes or until something wakes you up..
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance 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 you with Damage equal to your Outcome + 4. Armor is fully effective against this Damage. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
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.
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword 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.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects: