Pierre has a preterhuman ability to duck, dodge, and dance around obstacles or danger, almost as though he is able to see it coming before it arrives.
You gain the following benefits at all times.
Your Dexterity rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Will uses a magic incantation to cast a spell persuading the other party to do what he commands.
Exert your Mind (unless you win a coin flip) and spend three Actions performing the following ritual: Must carve, paint, and speak a short runic word. Select a Sapient target within 20 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Communicate a command to your target. Roll Charisma + Occult (2 dice) at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
They will be unaware that they are under any sort of compulsion until the effect wears off, but they will appear obviously mind-controlled the entire time to anyone observing them. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action and a conditional request. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-endangering or self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
After his hands removed he got hands with help of Celestia power
Exert your Mind and spend an Action to activate.
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 extra appendage can be used to attack in exactly the same manner as a Sniper.
Minerva's body begins to become a reflection of her mind, more than the other way around. As an act of will, she's able to decide she doesn't need to eat, or breathe, or such. And should it come down to it, she can decide that she's not effected by the world around it, too. For not even heat, nor cold, can say no to her.
She still needs to sleep because sleeping is part of refreshing one's mind more than one's body - or at least that's what she believes, so far.
You gain the following benefits at all times. You must actively and obviously be using fox pendant to gain the benefits of this Effect.
You no longer require any food, water, sleep, or air in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
Benjamin is cloaked in invisible armor, a holy aura forged by the faith of Salem’s people, giving him a powerful, sanctified presence.
You gain the following benefits at all times. You must actively and obviously be using Cross Kneackless to gain the benefits of this Effect.
You have 4, which reduces incoming damage from all sources of physical attack except Holy Objects. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
Possession of this Power grants the following Trauma at all times: Damnation.
The wire around Pol's wrist glows with a neon blue light. Pols hand disintegrates and from the stump a small portal emerges and from it flys a spray of blood that hangs in the air briefly defying gravity. The bloody spray is mixed with tiny nanomachines that coagulate it into individual cubes which quickly start to merge together into a rough voxel representation of the item before solidifying together. Once whole a quake travels through the voxels and they fall to the ground in a wet deluge soaking the area underneath. From inside of the voxel shape stands the item that was previously digitized now reassembled.
When something is initially digitized into the stash the same process with the hand happens but a laser shoots out and segments the target into the digitized cubes, leaving bloody rivulets where each cube is cut. Once the target has been segmented a large tendril of nanomachines shoots from Pol's wrist stump and start vacuuming up the cubes one by one.
Spend an Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside an SUV (4,000 liters), and you may store up to 7 things at a time.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Wrist digitizing.
As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.
You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
You may turn this Effect on and off at will during its duration.
Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.
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 (4 dice) 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.
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:
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.
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.