Mike must use the tool (Usually Uncle George's multitool, or the runed nib on the Scribe's Favor) to mark the same bindrune onto an object. This takes him about 30 seconds. At the end, he focuses his mind to infuse the new rune precisely with power and intent and it begins to faintly glow. If he has carved and infused the rune properly it will become a natural part of the object (embossed, stamped, or part of the design of the paint or finish, but appearing as though it belongs) and the object will be restored to a proper state and functionality. Failure will see the rune harmlessly spark out and remain a crude carving.
Spend 10 Rounds. Select a Object within arm's reach that is no larger than an SUV. You may target Alien technology, so long as you have an understanding of its intended function. When repairing Alien targets, you must Exert your Mind. You must actively and obviously use a tool marked with the bindrune he uses to repair to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Dexterity + Crafts at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
Motivated by his newfound understanding of society, and time itself. Amaranth Barclay has realized a very crucial fact. It is not always wise to be a caveman without any connection to society or the world therein and that it's sometimes better to be someone else. Amaranth didn't understand society very well however, So, Amaranth began to look into the one thing he did know.
Time, and in time there is the theory that whenever you make a choice it branches off and creates an alternate reality. Amaranth can see those realities, and now, his own connections to them and by syncing their temporal states he can take on the appearance he would've had in one of those alternate timelines, and with infinite timelines, well. That could be anyone. Though in exchange, he does have to lend his own face to other timelines occasionally and who knows what troubles that will bring?
Exert your Mind and spend a half hour to activate. You must actively and obviously use A device that keeps time. to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You cannot alter your clothes. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. A disguise cannot affect your Attributes or other stats.
This Effect ends if you take an Injury or are stunned or incapacitated.
Ophir’s technological instruments continue to expand their uses with every job done.
His ears prick up at just about every sound, and he’s feeling a whole lot jumpier than he used to be. He immediately creates a map in his head of the movements around him, naturally spotting just about anything he can hear.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
A burst of speed.
You gain the following benefits at all times.
Whenever you use your Movement, after all other calculations, the distance you may travel is increased by 25 feet.
The sword begins to glow as their spirit passes through the hilt and takes direct control of the wielder.
Exert your Mind and spend two Actions performing the following ritual: channelling power as runes of power begin to glow along your blade. Select a Animate target within arm's reach. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll Brawn + Alertness at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for a number of days equal to the Contested Outcome. The target largely has no control over the host body’s actions, but they may Exert their Mind to take over for a 3 second period, after which you regain control. They retain consciousness and will remember anything that occurs during the possession. While the possession is active, the host body will the flesh they used to pick you up fuses around your hilt, making it very obvious to anyone who sees them that something is not right.
Your original body will be left behind, unconscious, in its same location. You may perceive through your original body's senses by Concentrating. If your original body is touched, you may roll Perception + Alertness to notice. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma and Intellect. You may use either your own or the host’s Ability ratings, whichever is higher. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are not intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you are evicted to your original body. If the possession ends and your original body was killed or destroyed in some way, your disembodied spirit will haunt the location where your body died, and the only action you can take is activating this Effect on a new target within arm's reach.
Eviction: If the host body is ever not within arm's reach of your original body, you will be forced out. If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body. If they fail, you remain in control.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
Gaspar once made deals with lesser, bodiless spirits. They get the opportunity to have some corporeality, in the form of smoky bodies..and in return they serve him.
Increase your sacrificial Injury's Severity by 1 and spend an Action.
Summon up to 3 Non-Sapient, Animate minor djinn at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
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 werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend a Quick Action.
You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 2 and your Dexterity is increased by 2. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.
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 a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every 6 hours. 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.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.